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Is that goon species pack still around/being updated? I want to flesh out my empire list, but I'm horribly unimaginative.
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# ? Sep 28, 2017 18:43 |
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# ? May 14, 2024 08:06 |
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Guilliman posted:Yup, a few story/cool/good modifiers spawn with a "terraforming candidate" equivalent modifier (called valuable world) which allows you to terraform the dead worlds they're on. You're the real MVP of modding man, if more were like you mods would be 100x less toxic and more fun.
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# ? Sep 28, 2017 18:47 |
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Wiz posted:I like to ring a system with long-range (artillery/bombers) fortresses without FTL magnets and put a single sacrificial station in the middle *with* a magnet. That setup can trap even large fleets for months, and provide support fire once your fleet arrives. That's sort of how I do them too, put a cheap, crappy station in the middle to pull them in and then build a wall of fuckstations to murder whatever gets pulled in, got a bit harder since the increase to station spacing though. Guilliman posted:Yup, a few story/cool/good modifiers spawn with a "terraforming candidate" equivalent modifier (called valuable world) which allows you to terraform the dead worlds they're on. Your planet modifiers are awesome btw, can't play without them now.
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# ? Sep 28, 2017 18:56 |
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Guilliman posted:Yup, a few story/cool/good modifiers spawn with a "terraforming candidate" equivalent modifier (called valuable world) which allows you to terraform the dead worlds they're on. Yeah as someone who enjoys modding most of the games I play, the level of work for something like your mod is to me so I really appreciate the effort.
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# ? Sep 28, 2017 18:59 |
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I can't wait to see what happens when I colonize a planet with +200% border extrusion modifiers with the new planet border sizes They were absurd in the last patch, so I'm looking forward to claiming half the galaxy with this one.
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# ? Sep 28, 2017 19:00 |
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hobbesmaster posted:Right but you don't always spawn close to crystalline entities. It's not like the space whales. Other species always seem to wipe out the crystalline entities before I get enough power to get near the drat things.
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# ? Sep 28, 2017 19:02 |
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Baronjutter posted:What's the best fortress design to tank and hold the enemy for as long as possible until your fleet arrives? I dunno, but last night I was wishing I could turn space ports into space forts. Instead of buying solar panels and corvette construction modules I want to buy heavy shield and weapons modules. Similarly, I think it would be fun to be able to build planetary missile/defense bases that take up a square but pump out tons of attacks on approaching ships/bombers. Obviously they'd blow up first during an attack, but a couple might be able to do some serious damage.
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# ? Sep 28, 2017 19:07 |
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Fintilgin posted:I dunno, but last night I was wishing I could turn space ports into space forts. Instead of buying solar panels and corvette construction modules I want to buy heavy shield and weapons modules. Personally I would suggest that you get rid of the initial kinetics/lasers/missiles choice, and make the choice instead between combat, economy, or production. Economy gives multipliers to all station resource outputs and bonuses to the planet. Production gives bonuses to producing ships, and combat gives bonuses to the station's durability and firepower. You get subsequent modules that you can add onto the station which give it more guns/production/economy as currently, but they work better if you put them on their relevant station type. So if you spec your station for combat you lose a lot of production and economy output, but you should get a very good defensive structure, well better than a fortress if you fill all the modules with extra weapons and defences.
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# ? Sep 28, 2017 19:12 |
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Fintilgin posted:I dunno, but last night I was wishing I could turn space ports into space forts. Instead of buying solar panels and corvette construction modules I want to buy heavy shield and weapons modules. Yeah something like another weapon that adds 3 little substations with more of whatever you chose, or something along those lines, would be a nice addition.
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# ? Sep 28, 2017 19:16 |
Wiz posted:Fight defensively and wait for the rest of the galaxy to pitch in? You might get another Awakened Empire helping out if there's Xenophiles or Materialists around, too. Make sure to set your fleet to take point on so others can attach to it. There are actually sleeping xenophile and materialist fallen empires, so maybe there's hope yet. It's disheartening to see them dismantle my industrial heartland without there being anything I can do about it, but their advance is slower than it seemed at first. Two of the planets spawned in lovely parts of my empire so I've been letting them have at it while containing the one in my vulnerable region. (One jump away from the planet that makes 75% of my energy...) I'm playing rogue servitors who have been slowly conquering the galaxy with no respect for diplomacy until now, but I ended all my rivalries and slowly the rest of the galaxy is becoming more sympathetic to me it seems. They may not have been comfortable with my forcibly taking care of other organics, but maybe they'll be more sympathetic to robots pampering them when they realize the alternative is robots purging them. I just feel so bad for my poor little biotrophies. They needed me to take care of them, and now a mad AI is killing them all! I'll give it my best and possibly go down fighting. To protect the organics!
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# ? Sep 28, 2017 19:20 |
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Wiz posted what looks to me very much like something many people including my self have suggested: lay down some sort of anchor defense station that serves as an immobile fleet you can build more defense platforms at so they can scale to what ever power level you want. 10k fortress not enough? Just add some more platforms to the "fleet" and bump it up to 50k. That's what I'm hoping anyways!
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# ? Sep 28, 2017 20:05 |
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Baronjutter posted:Wiz posted what looks to me very much like something many people including my self have suggested: lay down some sort of anchor defense station that serves as an immobile fleet you can build more defense platforms at so they can scale to what ever power level you want. 10k fortress not enough? Just add some more platforms to the "fleet" and bump it up to 50k. That's what I'm hoping anyways! Build your own enigmatic fortress woop woop!
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# ? Sep 28, 2017 20:17 |
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hobbesmaster posted:Right but you don't always spawn close to crystalline entities. It's not like the space whales. Shield Caps are pretty much guaranteed, since you just have to research them. Hull Regen is really common as well. Living metal will probably be around by the late game too.
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# ? Sep 28, 2017 20:49 |
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PittTheElder posted:Shield Caps are pretty much guaranteed, since you just have to research them. Hull Regen is really common as well. Living metal will probably be around by the late game too. Doesn't guarantee you get it, though. In my current run I'm well into the endgame (nearly all normal techs researched and already through several repeatables) and neither hull regen nor living metals showed up.
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# ? Sep 28, 2017 21:00 |
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I kinda wish a Rogue Servitor could still do Genetic Modification on their bio-trophies. I put slow breeders on mine and boy am I regretting it now late in the game as I struggle to keep the pop up with my robots that have like over +100% build speed.
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# ? Sep 28, 2017 21:19 |
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You could just find a more suitable bio-trophy somewhere in the galaxy, I'm sure that once you show them the benefits of mandatory pampering they will be happy to procreate for you.
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# ? Sep 28, 2017 21:33 |
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What types of mods do not disable achievements/ironman? The only thing I can find is 'doesn't change checksum'.
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# ? Sep 28, 2017 21:42 |
Magil Zeal posted:I kinda wish a Rogue Servitor could still do Genetic Modification on their bio-trophies. I put slow breeders on mine and boy am I regretting it now late in the game as I struggle to keep the pop up with my robots that have like over +100% build speed. Even if I guess it'd be a hilarious inversion of most sci-fi narratives.
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# ? Sep 28, 2017 21:50 |
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Jigoku San posted:I'm sure that once you show them the benefits of mandatory pampering they will be happy to procreate for you. Is that too long for a thread title? Stellaris - Once you show them the benefits of mandatory pampering they will be happy to procreate for you.
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# ? Sep 28, 2017 21:52 |
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Nessus posted:Can you get the GM tech at all as a Rogue Servitor nation? I have wanted badly to infiltrate and assimilate these pre-warp civilizations I'm spying on, but the tech's never popped. There has to be SOME kind of way I can do it. I don't think so, seems like a lot of the food/genetic stuff is just completely blocked for robot empires, including Servitors. The capital building doesn't even seem to give food adjacency.
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# ? Sep 28, 2017 21:58 |
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Baronjutter posted:Wiz posted what looks to me very much like something many people including my self have suggested: lay down some sort of anchor defense station that serves as an immobile fleet you can build more defense platforms at so they can scale to what ever power level you want. 10k fortress not enough? Just add some more platforms to the "fleet" and bump it up to 50k. That's what I'm hoping anyways! IT'S THE WAR UPDATE Alternatively, that could be a habitat with a shipyard ring and defense stations? Deep space habitation and development update? But my money's on the war update.
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# ? Sep 28, 2017 22:02 |
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Afterburners auxiliary really needs to increase evasion stat or something, there is literally no reason to use over other auxiliaries. Also, war overhaul/rebalance, why yes please.
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# ? Sep 28, 2017 22:23 |
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IAmTheRad posted:What types of mods do not disable achievements/ironman? The only thing I can find is 'doesn't change checksum'. That's pretty much it. As a general rule, all the core content and events and such are included within the checksum calculation, graphics and UI stuff is outside it and you can go hogwild changing it. There are some annoying exceptions to that, for instance I think adding a new namelist will also alter the checksum.
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# ? Sep 28, 2017 22:30 |
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OK, I have about 35 hours under my belt now, and after several false starts and mid-game abandonments, finally finished a game. My general impression is that Stellaris is very... shallow. Games start out interesting and exciting as you explore systems, establish colonies and build your economy. Figuring out optimal exploration paths and prioritizing construction is quite fun. Fighting your first battles against space amoebas and automated mining droids, then salvaging the remains for new tech is cool. I like the empire customization system. Lots of options that can potentially lead to some very interesting games. Around mid-game though empire management becomes a slog and exploration stops being rewarding, and late game seems to be all about managing your federation and trying to build huge fleets to beat "end-game content" which is basically some dudes appearing out of nowhere and attacking you with their own huge fleets (at least that's the one I got). Diplomacy seems to be a joke. I half-expected this to be "Crusader Kings 2 in space", with several layers of intrigue (court politics, espionage/sabotage, propaganda, lineage management, etc.) but it's just a very basic declare war/trade/form alliance type system. Faction and alien rights management seem potentially interesting but I didn't bother with them even one bit and and nothing terrible happened, so they are optional/inconsequential, at least in normal difficulty. The most surprising thing, to me at least, is how lackluster the combat system is and how disconnected it feels from everything else. There is no such thing as using line of sight to hide your fleets on the far sides of planets/moons and surprising the enemy with them (ship sensors can magically sense every individual atom inside a star system apparently), or pulling enemy fleets out of warp/hyperspace using stuff like interdiction cruisers. There is no difference between engaging the enemy fleet inside an asteroid belt vs. engaging them around a black hole. There is no boarding enemy flag ships in the middle of battles and capturing their admiral and interrogating them for intel. And because such tactical elements don't exist in Stellaris, it almost always comes down to who has the bigger fleet, barring a few edge cases (of which there are few since plasma weapons seem very obviously superior to everything else). And don't even get me started on land battles... I mean sure, this is a 4X game, but so is Civilization and that game has a non-negligible tactical component that adds a lot of depth. Stellaris is more like an RTS game with a few 4X elements haphazardly thrown in. Anyway, I'm glad I got this on sale. I think I got my money's worth but just barely. Maybe it will become a better game after a few expansions.
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# ? Sep 28, 2017 22:47 |
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Holy poo poo, the Contingency just happened in my machine empire run and it's glorious: While my machine empire just barely fends off the attacks of one machine world, the other three active in our galaxy are wildly rampaging around. It took several years for my neighbors to finally notice they can't deal with this on their own and federalize. Meanwhile, our two fallen empires are using this distraction to declare war at each other. We're so hosed. It's also nice how this crisis ramps up with the ghost signal and poo poo. I really feared losing control of my empire there for a moment, the last event before I finished the firewall-research really looked like I was done fore. Seeing how my large galaxy deals with a crisis at 75% strength (like great big dumb-dumbs), I think I will dial it down to 50% for my next game, though.(Or take a huge map plus slightly less space desert levels of planet numbers. )
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# ? Sep 28, 2017 22:47 |
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Jigoku San posted:You could just find a more suitable bio-trophy somewhere in the galaxy, I'm sure that once you show them the benefits of mandatory pampering they will be happy to procreate for you. I recently conquered some fanatical purifiers, inadvertently saving some primitives they were purging that happened to make excellent bio-trophies.
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# ? Sep 28, 2017 22:48 |
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Is there a reason Fanatic Purifiers can't create vassals? I tried to play a feudal fanatic purifier and then was sad to find I can't crate vassals as a fanatic purifier.
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# ? Sep 28, 2017 23:04 |
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idk seems like the name "fanatic purifier" is pretty self explanatory on that one
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# ? Sep 28, 2017 23:06 |
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Because you want to genocide everyone not you? Seems kinda straightforward.
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# ? Sep 28, 2017 23:06 |
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Crazycryodude posted:Because you want to genocide everyone not you? Seems kinda straightforward. Your vassals would still be of your same species so would be cool. Fanatic purifiers even get a diplomatic bonus to empires of the same species
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# ? Sep 28, 2017 23:10 |
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enraged_camel posted:OK, I have about 35 hours under my belt now, and after several false starts and mid-game abandonments, finally finished a game. I think this is pretty fair. It's definitely improved since release, though. The combat thing is frustrating because at this point the de facto victory condition is beating the end game crisis. There's no way to win peacefully like civ with culture or science. Even your pacifist dudes need to be gearing up for the final hell war. So unsatisfying combat kinda guts the core of the game. Personally, I definitely want way more 'society' stuff. I want to deal with senators, dukes, sector governors. Also, way more long term event chains once the exploration ones die out.
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# ? Sep 28, 2017 23:19 |
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quote:Stellaris is more like an RTS game with a few 4X elements haphazardly thrown in. This is true....but it makes me think of Sins of a Solar Empire, which itself is in the same general area, but has itself done more with the whole thing. Trade lanes exist and are creatable, defensive structures aren't easily slapped aside.
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# ? Sep 28, 2017 23:41 |
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Zikan posted:idk seems like the name "fanatic purifier" is pretty self explanatory on that one If I want to kill all non-humans why does that mean I can't create a human only vassal?
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# ? Sep 28, 2017 23:46 |
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I would not consider Civ to be a very high bar to pass for "in depth combat" but I give Wiz the benefit of the doubt because they've got decades of experiencing iterating on the same 4X concept while Stellaris is an entirely new project so I expect it to be a little rough. Here's to hoping we get a War expansion next though. And then bioships.
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# ? Sep 28, 2017 23:53 |
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Eej posted:I would not consider Civ to be a very high bar to pass for "in depth combat" but I give Wiz the benefit of the doubt because they've got decades of experiencing iterating on the same 4X concept while Stellaris is an entirely new project so I expect it to be a little rough. Here's to hoping we get a War expansion next though. We need craftworlds.
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# ? Sep 29, 2017 00:10 |
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That could work if you only start with one and then can only make more when you unlock Megastructures.
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# ? Sep 29, 2017 00:14 |
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http://steamcommunity.com/sharedfiles/filedetails/?id=881169049 Not quite what you're asking for exactly, but fleet-based gameplay has at least been attempted.
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# ? Sep 29, 2017 00:17 |
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Fintilgin posted:I dunno, but last night I was wishing I could turn space ports into space forts. Instead of buying solar panels and corvette construction modules I want to buy heavy shield and weapons modules. Hell yeah. I want more defensive options in general (partly because luring enemy fleets into my fortresses is usually the only way I manage to win fights against larger fleets). So being able to turn a planet into a fortress that also fired space-faring weapons and could house and launch a garrison fleet would own. Maybe even have a new megastructure project could be to turn a moon or a planet into a deathstar-like weapon.
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# ? Sep 29, 2017 00:18 |
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I think that the game would benefit from more non anomaly events that focus on your empire's internal affairs. I really like the Elusive Carcosa event chain that's added by the More Events Mod dealing with a mysterious animal popping up all across your empire. It seems to just randomly trigger, includes a number of different choices that all seem to have different outcomes. That kind of thing is a nice way to break up the monotony of the mid to late game.
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# ? Sep 29, 2017 00:24 |
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# ? May 14, 2024 08:06 |
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turn off the TV posted:I think that the game would benefit from more non anomaly events that focus on your empire's internal affairs.
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# ? Sep 29, 2017 00:31 |