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THE FUCKING MOON
Jan 19, 2008

Midnight Voyager posted:

I just want to see the new event chain.

And actually I found out why, it won't trigger if you even have so much as cybernetic implants.

So I got an event that should give me Liquid Metal research but it did not. I was Googling for maybe a fix and...



I think I hate the world now.

I also had an event from a sub-ice ocean that said it would give me living metal but didn't. :shrug:

that image tho :(

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Kitchner
Nov 9, 2012

IT CAN'T BE BARGAINED WITH.
IT CAN'T BE REASONED WITH.
IT DOESN'T FEEL PITY, OR REMORSE, OR FEAR.
AND IT ABSOLUTELY WILL NOT STOP, EVER, UNTIL YOU ADMIT YOU'RE WRONG ABOUT WARHAMMER
Clapping Larry

Psychotic Weasel posted:

There are two Fungoid portraits that seem to feature some creature that was taken over by mushrooms (this one and this one) but other a bit of flavour there's no functional difference to other races.

Personally, if I came across something like this in space I'd leave no part of their planets and ships left as anything but charcoal but hey different people have different tastes.

What if those creatures exist in a symbiotic state where the creatures volunteers to be host to the vastly more intelligent fungus speices on their coming of age day and once joined combines the physical prowess of the mammal with the hyper intelligence of the funngus which also provides the ability to produce nutrients through absorbing sunlight reducing the need for food consumption and acts as a sort of "living memory" for the entire species?

You just committed genocide against a wonder of the galaxy my friend.

wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


Kitchner posted:

What if those creatures exist in a symbiotic state where the creatures volunteers to be host to the vastly more intelligent fungus speices on their coming of age day and once joined combines the physical prowess of the mammal with the hyper intelligence of the funngus which also provides the ability to produce nutrients through absorbing sunlight reducing the need for food consumption and acts as a sort of "living memory" for the entire species?

You just committed genocide against a wonder of the galaxy my friend.

Or, you know...

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer
So when you finally get to attack a Contingency world you can only remove 10 points of fortifications per day, regardless of your bombardment policy. The world will keep spawning fleets, and your bombardment fleet will stop bombarding and the fortifications will begin to repair at a rate of 100 points per day. Effectively, this means unless you get lucky with spawn timing and/or are able to defeat the spawned fleets really quickly, you can't defeat the Contingency.

Gregen
Jun 12, 2010
Your policy is fine but you need to toggle your fleet stance on your actual fleet to full bombardment.

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer

Gregen posted:

Your policy is fine but you need to toggle your fleet stance on your actual fleet to full bombardment.

gently caress. Now I just feel silly.

Roobanguy
May 31, 2011

assimilation could really use a look at. if you conquer or intergrate a large empire of, lets say, 176 pops, it will literally take 100+ years to assimilate them, all of which the vast majority of that pop won't be doing jack poo poo. that's silly as heck when in previous versions it would take a few years at most with a special project.

i miss just having a special project to install cybernetics. as of now i basically never install cybernetics to my pops after the initial project.

Roobanguy fucked around with this message at 10:20 on Sep 26, 2017

Eej
Jun 17, 2007

HEAVYARMS
How many months does it take to just slice an arm off and glue a cyborg one on? Jeez.

Nessus
Dec 22, 2003

After a Speaker vote, you may be entitled to a valuable coupon or voucher!



Psychotic Weasel posted:

There are two Fungoid portraits that seem to feature some creature that was taken over by mushrooms (this one and this one) but other a bit of flavour there's no functional difference to other races.

Personally, if I came across something like this in space I'd leave no part of their planets and ships left as anything but charcoal but hey different people have different tastes.
Maybe the fungoids think you're disgusting because you spew liquid waste from your reproductive organs and your species' primary food source is grass-seed paste with nightshade fruit, rotted shredded milk, stinking plants and processed meat on top. EVER THINK OF THAT? :mad:

LordMune
Nov 21, 2006

Helim needed to be invisible.

Roobanguy posted:

assimilation could really use a look at. if you conquer or intergrate a large empire of, lets say, 176 pops, it will literally take 100+ years to assimilate them, all of which the vast majority of that pop won't be doing jack poo poo. that's silly as heck when in previous versions it would take a few years at most with a special project.

i miss just having a special project to install cybernetics. as of now i basically never install cybernetics to my pops after the initial project.

In 1.8.1 (soonTM) the assimilation happens per-planet rather than per-empire, so it will only take between 7 and 25 years to fully assimilate any amount of pops from start to finish.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.

Aethernet posted:

So when you finally get to attack a Contingency world you can only remove 10 points of fortifications per day, regardless of your bombardment policy. The world will keep spawning fleets, and your bombardment fleet will stop bombarding and the fortifications will begin to repair at a rate of 100 points per day. Effectively, this means unless you get lucky with spawn timing and/or are able to defeat the spawned fleets really quickly, you can't defeat the Contingency.

They don't spawn the big fuckoff fleets but more of those 40-80k roaming ones. If you beat the 175k+80k core defense you usually should knock those out in a few seconds. You can't split and try to speed things up though, just make sure those fuckers are dead and gone.

Mazz fucked around with this message at 13:12 on Sep 26, 2017

Libluini
May 18, 2012

I gravitated towards the Greens, eventually even joining the party itself.

The Linke is a party I grudgingly accept exists, but I've learned enough about DDR-history I can't bring myself to trust a party that was once the SED, a party leading the corrupt state apparatus ...
Grimey Drawer
Since my current run seems to devolve into a neverending series of galactic wars, were Space Nazis are killing each other for no good reasons, I thought about another kind of AI-empire would have dealt with this kind of thing, and I came up with this:



No icky assimilation, no disdainful neutrality, those bots are natural factory-made leaders! They start with the ability to reach level 8 and have two bonuses to gaining experience, meaning your starting leaders will rocket up the promotion ladder in almost no time! (And then of course you can start modifying them with Machine Templates for better min-maxing.)

Their story is simple: The frog-like Anika were so obsessed with working without interruption, their created Autonomous Command Units to do all their decisions for them. Over time, their AI-overlords took over more and more of their society, but the Anika didn't care, there was work to do, damnit!

The Terminus Republic is now fully controlled by the ACUs and those rogue servitors have begun searching space for other beings they can lead, since their own masters are rather boring. Their ruler at the start of the game is ACU Sensitive Attention, the Prime Advisor to the now defunct parliament of the Republic. Since no-one is bothering with governing themselves anymore, the Prime Advisor has taken over governmental duties.

Their traits, since not all are visible in my screenshot:

Enhanced Memory (+2 leader cap)
Learning Algorithms (+25% experience gain)
Bulky (+50% resettlement costs)
Custom-made (+25% build time)

Factory-overclocking gives them another +1 to their cap, and another +10% experience gain. Like their creators wanted, the perfect leaders for your society!

Ofaloaf
Feb 15, 2013



Victoria 3 has been updated.

Fat Samurai
Feb 16, 2011

To go quickly is foolish. To go slowly is prudent. Not to go; that is wisdom.

I'm very disappointed the snail in your screenshot isn't wearing a monocle and a top hat.

Other than that, best mod.

crazypeltast52
May 5, 2010



The snail is adorable and I would be torn fighting them in a war. Right now I've built a federation of reformed genocidal butterflies released from a fanatical purifier state that meshes well with my egalitarian pacifist plants.

Soup du Journey
Mar 20, 2006

by FactsAreUseless
the synthetic age perk is kind of a waste given the dearth of expensive traits for robots and a trait pick cap of 4

Cyrano4747
Sep 25, 2006

Yes, I know I'm old, get off my fucking lawn so I can yell at these clouds.

holy poo poo is it just me or are the end game events a lot meaner now? With the default 1.5x I just had the unbidden hand me my rear end in a way that hasn't happened in a long, long time.

Also the caretaker robots might be the most fun I've had playing this game in ages.

Fewd
Mar 22, 2007

#vmp #opsec #kolmiloikka #happoo
Contingency showed up. First thing the big federation does? Declare war... on the other big federation.

Who needs a galaxy anyway, burn this poo poo to the goddamn ground

Fintilgin
Sep 29, 2004

Fintilgin sweeps!

Soup du Journey posted:

the synthetic age perk is kind of a waste given the dearth of expensive traits for robots and a trait pick cap of 4

Yeah, I was a little...disappointed to grab my perk, design my very slightly better robot design, and then see it would cost me like 15+ years of dedicated engineering research for a fairly minimal boost. :lol:

IMHO species moding costs may be a bit over tuned.

OwlFancier
Aug 22, 2013

Soup du Journey posted:

the synthetic age perk is kind of a waste given the dearth of expensive traits for robots and a trait pick cap of 4

Yeah I think you should unlock better traits as the game goes on.

Libluini
May 18, 2012

I gravitated towards the Greens, eventually even joining the party itself.

The Linke is a party I grudgingly accept exists, but I've learned enough about DDR-history I can't bring myself to trust a party that was once the SED, a party leading the corrupt state apparatus ...
Grimey Drawer

Soup du Journey posted:

the synthetic age perk is kind of a waste given the dearth of expensive traits for robots and a trait pick cap of 4

Yeah, I've already skipped synthetic age two times because of this. By now I've decided to take it as the very last slot, after literally everything else I want to have. After all, by that point the game is basically over anyway, and if I win, the Synthetic Age truly has dawned. :v:

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.

Soup du Journey posted:

the synthetic age perk is kind of a waste given the dearth of expensive traits for robots and a trait pick cap of 4

I think that should really give an extra trait point and more stuff to modify with, stuff like a 40% minerals increase but also a 10% energy upkeep penalty. Robomodding is a good addition but I think it suffers from lack of depth real quick. You can basically setup 3 templates in the first 50 years and ignore it for the rest of the game right now.

I understand the need for some benefit to biology but I think the answer there is to have the biology tree go even further into full speed min/max mode with like 100% production bonuses and crazy buff traits. The late game could use more to differentiate the different in-game choices IMO, because at the end there is very little telling them apart other than the occasional psyker build. The eventual war DLC might be the better answer to this problem though.

Mazz fucked around with this message at 17:35 on Sep 26, 2017

OwlFancier
Aug 22, 2013

Robots are well suited to agonizing minmaxing whereas biological proliferation is, well, organic, so they should be better generalists.

PittTheElder
Feb 13, 2012

:geno: Yes, it's like a lava lamp.

Cyrano4747 posted:

holy poo poo is it just me or are the end game events a lot meaner now? With the default 1.5x I just had the unbidden hand me my rear end in a way that hasn't happened in a long, long time.

They were made quite a bit meaner in the last patch for sure, Unbidden definitely gave me a run for my money then.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.

OwlFancier posted:

Robots are well suited to agonizing minmaxing whereas biological proliferation is, well, organic, so they should be better generalists.

EDIT: Nm I remembered the bonus bio traits being different and more min/maxy. My above suggestion makes less sense now

Mazz fucked around with this message at 17:37 on Sep 26, 2017

Fintilgin
Sep 29, 2004

Fintilgin sweeps!

Mazz posted:

I think that should really give an extra trait point and more stuff to modify with, stuff like a 40% minerals increase but also a 10% energy upkeep penalty. Robomodding is a good addition but I think it suffers from lack of depth real quick. You can basically setup 3 templates in the first 50 years and ignore it for the rest of the game right now.

I understand the need for some benefit to biology but I think the answer there is to have the biology tree go even further into full speed min/max mode with like 100% production bonuses and crazy buff traits. The late game could use more to differentiate the different in-game choices IMO, because at the end there is very little telling them apart other than the occasional psyker build. The eventual war DLC might be the better answer to this problem though.

Tech that upgrade traits (for bio and robo) would be cool. Like a rare tech that flat out upgrades rock drills or whatever from 10% to 15% across your empire instantly. Same point cost for modding, just better.

Ms Adequate
Oct 30, 2011

Baby even when I'm dead and gone
You will always be my only one, my only one
When the night is calling
No matter who I become
You will always be my only one, my only one, my only one
When the night is calling



Cyrano4747 posted:

holy poo poo is it just me or are the end game events a lot meaner now? With the default 1.5x I just had the unbidden hand me my rear end in a way that hasn't happened in a long, long time.

Also the caretaker robots might be the most fun I've had playing this game in ages.

I usually wipe the floor with the Unbidden, but they stomped right the gently caress through a quarter of the galaxy and their death march has only abated because both the Aberrant AND the Vehement arrived in the same region of space so they've all been fighting each other instead of the rest of us. Before those arrivals slowed things down though, losses were cataclysmic.

peak debt
Mar 11, 2001
b& :(
Nap Ghost
I'm a bit disappointed that they still haven't fixed the bug that makes the epic quest unfinishable in most games, nor tuned down the "incoming message" spam that makes diplomatic games pretty much impossible to deal with. :(

Hot Dog Day #82
Jul 5, 2003

Soiled Meat
Pardon the interruption, I just got back into the game after a few expansions and have a quick question: is it possible to build tall now? I've always wanted to go there way, and now that space habitats and the such are a thing I'm hoping that there is a way to do that somewhat successfully. Is there a build for that sort of thing that is better than others?

Thanks!

Baronjutter
Dec 31, 2007

"Tiny Trains"

Hot Dog Day #82 posted:

Pardon the interruption, I just got back into the game after a few expansions and have a quick question: is it possible to build tall now? I've always wanted to go there way, and now that space habitats and the such are a thing I'm hoping that there is a way to do that somewhat successfully. Is there a build for that sort of thing that is better than others?

Thanks!

Nope, unmodded habitats only appear well after the game is over, or you could possibly try to turtle in a corner for centuries of nothing happening grinding your way to that research but by then everyone will have all tech as well and all the late game poo poo has already triggered.

poverty goat
Feb 15, 2004



Anyone have any idea why I can't fix this sentry array? I have plenty of minerals and no other megastructures ruined or not. Bugged?



e: vvv welp. thanks

poverty goat fucked around with this message at 20:55 on Sep 26, 2017

Robhol
Oct 9, 2012
It's bugged. You currently can't restore any megastructures.

turn off the TV
Aug 4, 2010

moderately annoying

Robhol posted:

It's bugged. You currently can't restore any megastructures.

Fortunately

http://steamcommunity.com/sharedfiles/filedetails/?id=1145345891

poverty goat
Feb 15, 2004




guessing this won't work on ironman

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
It only affects the megastructures you can only have one of, so ruined ringworlds can still be restored.

I guess I got lucky ("lucky") as in my first successful game since the DLC dropped I wasn't impacted by this as no ruined megastructures spawned - or at least not in the half of the galaxy I controlled.

A hot fix is expected to correct this and other issues 'soon'.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Hot Dog Day #82 posted:

Pardon the interruption, I just got back into the game after a few expansions and have a quick question: is it possible to build tall now? I've always wanted to go there way, and now that space habitats and the such are a thing I'm hoping that there is a way to do that somewhat successfully. Is there a build for that sort of thing that is better than others?

Thanks!
Pump Unity and Engineering to get Voidborne (a void specialist scientist will help as the two techs you need are void techs). Then pump Unity and Physics to get Zero Point Power and buy Master Builders. Continue pumping Unity to buy Circle of Life or Galactic Wonders. Assuming you keep your fleet high enough to keep the AI from hassling you it's doable, just find something in-game to amuse you in the meantime since it turns it into a kind of an idle clicker game (I enjoy it don't judge me)

dogsarentdangerous
Aug 11, 2008
So I came across the Robot Fallen Empire for the first time. Then the AI end game crisis fired and its now a decade or more later and I don't know what to think.

The Robot FE changed its name and its description became beserk. I was right next door to them and thought this would be game over as I assumed they would work with the Contingency, but instead they have exclusively attacked the end game AI crisis, to the point where they now have all 4 machine worlds completely boxed in. I can only imagine this is because one of the Machine worlds spawned very close to the Robot Fallen Empire, so they saw them as the strongest threat, then as they retook planets the Contingency had taken and because they had closed their borders as soon as they changed their name (to Corrupted Caretakers) the galaxy is safe from the Contingency, who have been completely neutered by the caretakers!

Libluini
May 18, 2012

I gravitated towards the Greens, eventually even joining the party itself.

The Linke is a party I grudgingly accept exists, but I've learned enough about DDR-history I can't bring myself to trust a party that was once the SED, a party leading the corrupt state apparatus ...
Grimey Drawer

Hot Dog Day #82 posted:

Pardon the interruption, I just got back into the game after a few expansions and have a quick question: is it possible to build tall now? I've always wanted to go there way, and now that space habitats and the such are a thing I'm hoping that there is a way to do that somewhat successfully. Is there a build for that sort of thing that is better than others?

Thanks!

Yes, especially on larger maps, where you have time to spread out without the game ending just when it starts getting fun. I'm currently ~120 years into my machine empire run and I've already started spamming them. They're nice if you want to get influence back from some out-of-the-way outposts, too. Or just to pile them up in some of your core systems.

The only downside is habitats not having spaceports, but your fleet cap is a soft cap anyway, so you can still use your new mineral- and energy income to build more ships. (On the other hand, I worked around this bit by colonizing lovely planets just for their space ports. Later I plan on backfilling their systems with yet even more habitats. :v: )

hobbesmaster
Jan 28, 2008

Baronjutter posted:

Nope, unmodded habitats only appear well after the game is over, or you could possibly try to turtle in a corner for centuries of nothing happening grinding your way to that research but by then everyone will have all tech as well and all the late game poo poo has already triggered.

Supposedly you can get void-borne before 2290.

Guide: https://www.reddit.com/r/Stellaris/comments/6guwng/guide_to_going_tall/?st=J823YXJM&sh=a659a97e

hobbesmaster fucked around with this message at 22:23 on Sep 26, 2017

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Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
You need to go fanatic pacifist for agrarian ideal now, but you can skip researching mega engineering by picking up master builders.

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