Caustic Soda posted:When you apply a new template to an existing population, all leaders of that population will change to the new template. So changing the *original* version of your machines *will* change your leader too. The way around it is to have multiple templates for your robots, which is perfectly viable since robots don't grow on their own. So instead of changing all your Friendotron9000s, you just build sub-species Miner-Friendotrons, Research-Friendotrons etc. Your originals can then be the template for diplomats/leaders. For your sub-species, Emotion Emulators is wasted and Uncanny is a free pick. Personally, I use different graphics for each so I can tell them apart at a glance. So can I game this the other way? Now that my leader is a workerbot, can I modify a tiny planet with a single workerbot on it to have emotions, and in that way put emotion emulators back on the guy in charge? If I want to play this legit, am I expected to make a template as soon as I can and only use that template to build robots and never specialize any of my starting robots? Edit: Nope, I just tried it out and it doesn't work this way. To reiterate: I had a vast empire (like three planets) of "keeperbots" with emotional emulators. I modified a single planet to be workerbots. This changed my civilization leader to a workerbot even though most of my pops were still keeperbots. I can't seem to reverse this process, so it seems like it's a random risk when you specialize any of your starting pops or something. Captain Oblivious posted:What happens when there's none of the base design left? Do one of the templates become the new base or does it just remain as like archaeological evidence of what used to be? Eiba fucked around with this message at 18:20 on Sep 24, 2017 |
|
# ? Sep 24, 2017 18:03 |
|
|
# ? May 14, 2024 06:00 |
|
God, now i want to do a run with as many specilised types of pop as possible. Energy bots, miner bots, science bots. It will break. But it will be interesting.
|
# ? Sep 24, 2017 18:12 |
|
Ethiser posted:My first machine race game has gone gone off the rails. The bottom-left side of the galaxy is me, a servitor machine race, and 3 nice peaceful races who formed a federation. the rest of the galaxy is nothing but crazy murder races. I kind of want to join the federation just so I'm not associated with all these crazies. I'm in a galaxy with 7 xenophobes and 2 xenophiles... everyone's seething with so much hatred.
|
# ? Sep 24, 2017 18:28 |
|
Grey Hunter posted:God, now i want to do a run with as many specilised types of pop as possible. Energy bots, miner bots, science bots. Eiba posted:Alright, so this is still pretty confusing to me... if I modify any pops that are in the same category as my leader... my leader gets modified too?
|
# ? Sep 24, 2017 18:34 |
|
[quote="“hope and vaseline”" post="“476715383”"] I’m in a galaxy with 7 xenophobes and 2 xenophiles... everyone’s seething with so much hatred. [/quote] Same except I got a defensive pact with a neighboring democratic crusaders AI in like 2215. If they followed my fleets when I hit "take point" I wouldn't even need a navy. Learning a lot about AI fleet behavior when the slaving despots to my north war dec every 10 years
|
# ? Sep 24, 2017 18:37 |
|
I just bought this in the sale and my favourite feature so far is the retro late-90s synth music in the loading screen. Reminds me of UT99 and Deus Ex, in a good way
|
# ? Sep 24, 2017 18:46 |
|
Is it just me or are cruisers and up a hell of a lot more difficult to deal without an equivalent hull? It seems like every AI I meet rushes to cruisers long before I think is even possible, and definitely long before I have them, and even if I've got a bigger fleet in terms of fleet power and numbers, if I'm going up against say 10/20/20 (Cruisers, Destroyers, Corvettes) with something like 30/60 (Destroyers/Corvettes) I'll get my rear end handed to me because by the time my fleet eats away at the small ships there isn't enough firepower to take down the cruisers.
|
# ? Sep 24, 2017 18:47 |
|
It's so pretty.
|
# ? Sep 24, 2017 18:53 |
|
Speaking of possible bugs, my current game keeps having this strange issue occur where powers I'm not in a defensive pact with keep trying to drag me into wars. E: Guess it's not a bug, so let's snip out all the excess details. MShadowy fucked around with this message at 20:31 on Sep 24, 2017 |
# ? Sep 24, 2017 18:54 |
|
By the Pharaohs living and dead, after like six years of war that was going slowly, but well, the OTHER enemy ally - halfway spinward around the galaxy - showed up with their fleet. gently caress me running. We thought we had a real serious war going on over here, me and my two neighboring enemies. Then these other dudes finally show up and they've got a fleet that could have easily wiped all three of us out at the same time I gotta figure out how to surrender without giving away the homeworld.
|
# ? Sep 24, 2017 19:18 |
|
IME which species is the main has nothing to do with which is the most populous, at least not for Machine Intelligences. In my longest-running vanilla game, my main species stayed the same, even after it became a minority compare d to my research specialists. However, as soon as I applied a diplo-specced template to all of my originals, my new main species became that diplo-specced sub-species. That template was a minority at the time, and stayed that way. When I later applied a third template to my now-main species, my leader changed to the third template.Eiba posted:Templates. I don't know how things work when you modify part of a species, sorry. Whenever I've remodded a subspecies, I've done the entire species in one project. My experience is, as you wrote, that when you apply a new template to the entirety of your original robots, then the template you've applied becomes the new 'base species'. I do know that when you replace *all* of a sub-species, then the leaders you have of said sub-species will become gain the new template. So for example, you should be able mod your workerbots to have Emulators, +Leader Cap and/or +XP Gain. There os a way to game the system, though: What I've done in my own games is that I stop building new versions of the original pop when I get robomodding, only building specialized sub-species instead. At a later point I've then modded the originals to be even better leaders, and that has worked. That approach could help in your future games.
|
# ? Sep 24, 2017 19:24 |
MShadowy posted:Speaking of possible bugs, my current game keeps having this strange issue occur where powers I'm not in a defensive pact with keep trying to drag me into wars. That's not a bug, you don't need any agreements to declare war jointly.
|
|
# ? Sep 24, 2017 20:11 |
|
Staltran posted:That's not a bug, you don't need any agreements to declare war jointly. Huh. Guess I've just lucked out in never seeing it before. It's kinda annoying.
|
# ? Sep 24, 2017 20:19 |
|
MShadowy posted:Huh. Guess I've just lucked out in never seeing it before. It's kinda annoying. it used to happen a lot more often in previous versions in my experience. literally the same rear end in a top hat sending me the same war invitations for 50 years. only had it happen a few times in 1.8 though.
|
# ? Sep 24, 2017 20:52 |
|
Ofaloaf posted:I finally started working on Victoria 3 overwrites for the Synthetic Dawn portraits: These are fantastic.
|
# ? Sep 24, 2017 20:57 |
|
Thinking on it, I probably just never noticed it before because I kept trying for Federations and Defensive Pacts, so I probably just figured it was part of those. This time I was planning on going it alone, so it stood out. E: And even if I wasn't it'd be kinda hard to do since I'm surrounded by Xenophobes.
MShadowy fucked around with this message at 21:54 on Sep 24, 2017 |
# ? Sep 24, 2017 20:59 |
|
I'm really liking the DLC, thanks Paradox.
|
# ? Sep 24, 2017 21:54 |
|
COMRADES posted:I'm really liking the DLC, thanks Paradox. Yeah this is some Good poo poo Right Here. Wiz wasn't wrong when he said his team knocked it out of the park.
|
# ? Sep 24, 2017 22:09 |
|
you guys
|
# ? Sep 24, 2017 22:18 |
|
Ofaloaf posted:I finally started working on Victoria 3 overwrites for the Synthetic Dawn portraits: Yessss. LordMune posted:you guys Stellaris is my favorite game that I don't play.
|
# ? Sep 24, 2017 22:34 |
|
Caustic Soda posted:IME which species is the main has nothing to do with which is the most populous, at least not for Machine Intelligences. In my longest-running vanilla game, my main species stayed the same, even after it became a minority compare d to my research specialists.
|
# ? Sep 24, 2017 22:38 |
|
How strong are dimensional horrors? I forgot I picked up that DLC before starting an ironman game. I border some genocidal purifiers so I don't exactly wanna test its strength if I can help it.
|
# ? Sep 24, 2017 22:40 |
|
LordMune posted:you guys
|
# ? Sep 24, 2017 22:45 |
|
So I'm playing a machine empire, just a generic one. The Nomads came by and dropped off a bunch of pops that wanted to not be nomads, which they were then instantly set on displacement. I set them from displacement to slavery and now they're being "grid amalgamated". What's the nicest I could possibly be to these people? I assume I can never coexist with organic pops? I'm thinking nomads should maybe not offer pops to hive minds.
|
# ? Sep 24, 2017 22:46 |
|
Baronjutter posted:So I'm playing a machine empire, just a generic one. The Nomads came by and dropped off a bunch of pops that wanted to not be nomads, which they were then instantly set on displacement. I set them from displacement to slavery and now they're being "grid amalgamated". What's the nicest I could possibly be to these people? I assume I can never coexist with organic pops?
|
# ? Sep 24, 2017 22:53 |
|
Away all Goats posted:How strong are dimensional horrors? I forgot I picked up that DLC before starting an ironman game. Very strong, possibly the hardest to deal with of all the Leviathans. Just let it be until you have ~75k at least, and it'll still do some hefty damage.
|
# ? Sep 25, 2017 00:17 |
|
If you are able to drop a fleet ontop of it while it's close to the edge of a system (Black Holes are usually pretty small) you will negate the main advantage it has, which is extremely high range. Even then you'll probably want a fleet at least in the 25K-30K range to take it on. Also, buy the damage bonus the Curators can give you to make things a bit easier.
|
# ? Sep 25, 2017 00:22 |
|
Baronjutter posted:So I'm playing a machine empire, just a generic one. The Nomads came by and dropped off a bunch of pops that wanted to not be nomads, which they were then instantly set on displacement. I set them from displacement to slavery and now they're being "grid amalgamated". What's the nicest I could possibly be to these people? I assume I can never coexist with organic pops? You have to set this in the race creation menus but you can assimilate them like Borg drones or there is also an option to treat biologicals like pampered zoo pets basically.
|
# ? Sep 25, 2017 00:28 |
|
I think what this is missing from a robot side is a button that let's you apply a template to an individual pop. After you have templates its easy enough to just build the robots you want and later create an upgraded template to switch them all to, but your first couple of planets will all be one robot type meaning you have to build the robots else where and do a switch to get a mineral robot on a mineral tile etc. This button should also be there for genetic templates I guess.
|
# ? Sep 25, 2017 00:37 |
|
I started a game where I'm swallowing up my neighbors and putting them all under a caste system so my main species can focus on the important things like unlocking brain powers but I researched Machine Templates and realized I can make Robots that Mine and Farm better than slaves do without the problems of low happiness across the board and the occasional slave rebellion. Plus you can build robots way faster than you can grow pops. Is there any use for slaves I'm missing out on? Might as well just drop Authoritian and free the slaves by replacing them with robot slaves.
|
# ? Sep 25, 2017 00:47 |
|
Does anyone have any hints for triggering a robot uprising? Over half my empire is enslaved synths, all but my original garrisons are robotic, and I've been making an effort to build more robots as my population emigrates. Does being on the synthetic ascension path prevent this?
|
# ? Sep 25, 2017 01:04 |
|
Splicer posted:You could dump them all on a planet and release it as a tributary. How do I do this? I recently got handed a couple planets full of organics I don't want on the wrong side of the galaxy, I'd love to release them as a tributary or something but after hunting through the interface I can't figure out how. *edit* Oh man, you can only release vassals if you control their home world for some reason, hosed up. I guess I'm forced into a genocide because this game can't copy the vassal releasing system of eu4. Baronjutter fucked around with this message at 01:46 on Sep 25, 2017 |
# ? Sep 25, 2017 01:42 |
|
Treating synths poorly just triggers uprisings in the same vein as slave revolts and extreme unrest. The actual crisis The Contingency seems to have a random chance just like the other end game crises. Its the first crisis I got to fire after getting the DLC and it's quite the bastard now. Even with a fanatic materialist but thankfully decided to go down the genetic path so I didn't get screwed nearly as hard. My laws towards AI made no difference, while the event is in effect it applies to all nations and all robotic POPs as well as sapient battle AIs (so refit your ships the second you get a warning). It has provided an amazing opportunity to reshape the galaxy though as you can let the crazy AI purge the worlds of nearby rivals then move in and occupy it yourself as soon as they're done. I have taken almost a 1/3 of the galaxy for myself by letting two nodes at showed up on my borders clean out the place before I shut them down.
|
# ? Sep 25, 2017 01:48 |
|
Eej posted:I started a game where I'm swallowing up my neighbors and putting them all under a caste system so my main species can focus on the important things like unlocking brain powers but I researched Machine Templates and realized I can make Robots that Mine and Farm better than slaves do without the problems of low happiness across the board and the occasional slave rebellion. Plus you can build robots way faster than you can grow pops. Is there any use for slaves I'm missing out on? Might as well just drop Authoritian and free the slaves by replacing them with robot slaves. You can genetically modify biological pops to be better at specific tasks than robits can be. You also have to spend minerals building robits, whereas slaves grow naturally and can be acquired through just stomping some primitives or something. e; plus earlier on the energy cost of bot maintenance can be a major drain, my first SD run saw a lot of economic panic because my robots drained my economy so hard we ended up starving. Ms Adequate fucked around with this message at 01:52 on Sep 25, 2017 |
# ? Sep 25, 2017 01:48 |
|
There are basically three flavors of machines you can play in the DLC: 1. Determined Exterminators, who are basically the Reapers from Mass Effect, except without the whole 'killing you to save you thing', they're just there to kill you. 2. Driven Assimilators, who are the Borg "you will be absorbed into the hive" cyborg style. 3. Rogue Servitors, who are basically the Geth from Mass Effect except instead of trying to kill their creations your race just sort of shrugged, took off all their clothes and got down with massive orgies instead as the robots experienced the tragic irony for them.
|
# ? Sep 25, 2017 01:48 |
|
Sky Shadowing posted:There are basically three flavors of machines you can play in the DLC: 4 if you include the generic machine intelligence
|
# ? Sep 25, 2017 01:50 |
Assimilators are so much more powerful than Exterminators it's not funny. Part of the reason I've survived past cruisers in this game is that I found an Ancient Fabricator on a +25% minerals world. The other reason is that taking an empire over and assimilating it into a sector is just crazy.
|
|
# ? Sep 25, 2017 01:52 |
|
Anticheese posted:Does anyone have any hints for triggering a robot uprising? Over half my empire is enslaved synths, all but my original garrisons are robotic, and I've been making an effort to build more robots as my population emigrates. My buddy who did synthetic ascension got the ai uprising, which is very bugged apparently for synthetic ascension empires. There's an empire wide debuff that's applied that they are supposed to be immune to (ai starting empires get a tech research option to remove it), but it still applies to them, without any way to clear it.
|
# ? Sep 25, 2017 01:54 |
Main Paineframe posted:The energy is going to the sector, because the sector has a deficit that it can't afford to pay off. Having an energy deficit is an empire-wide debuff, so it wouldn't make sense for it to affect only one sector or for it to be triggered from one sector. Instead, I guess it just takes money from your stockpile to cover the deficit. This is what I was thinking. Anyone know what I'm supposed to do with this possible bug?
|
|
# ? Sep 25, 2017 02:02 |
|
|
# ? May 14, 2024 06:00 |
|
Mister Adequate posted:You can genetically modify biological pops to be better at specific tasks than robits can be. You also have to spend minerals building robits, whereas slaves grow naturally and can be acquired through just stomping some primitives or something. I feel like by the time you can actually grab Machine Templates your economy is good enough that you can switch wholesale from slaves to robots but that's just from playing one game so far.
|
# ? Sep 25, 2017 02:11 |