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Started up a new game and found a neighbor a few systems away in a corner so I wrapped him up in colonies and outposts; he managed to expand enough to sneak out a colony ship and colonize a gaia planet I was aiming for. No problem, I declare war with a demand to cleanse that world, crush his face in, he concedes and cleanses the planet, then recolonizes it again before I can get a colony ship there and defensive pacts with a more powerful society. You bastard! Think I'll try projectiles next time, missiles as a primary got a lot harder since he had point defense destroyers to boot.
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# ? Oct 12, 2017 05:50 |
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# ? May 30, 2024 10:32 |
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McGiggins posted:Mega-Warforms make me go I love my proactive caretaker Mecha Godzillas
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# ? Oct 12, 2017 06:27 |
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Splicer posted:The Something Awful Forums > Discussion > Games > Stellaris: Ah well, at least millions died.
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# ? Oct 12, 2017 06:44 |
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Is there any way to get vassals from liberation now, or just cozy up to them and hope they ask for it once the timer cools down? It's annoying to have to wait, but I understand wanting to make it so liberate isn't just free vassals.
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# ? Oct 12, 2017 06:48 |
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Baronjutter posted:Is there any way to get vassals from liberation now, or just cozy up to them and hope they ask for it once the timer cools down? It's annoying to have to wait, but I understand wanting to make it so liberate isn't just free vassals. Liberate then declare war. I have never had a liberated empire accept vassalization. That -1000 seems to last forever.
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# ? Oct 12, 2017 06:51 |
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3 DONG HORSE posted:Liberate then declare war. I have never had a liberated empire accept vassalization. That -1000 seems to last forever. Do you get threat from doing this?
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# ? Oct 12, 2017 06:56 |
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McGiggins posted:Thanks for the responses, unfortunately there were no empty slots on the planet I could build a robot pop on, and I was unable to prevent or delay the purging of an organic pop to allow me to build a robot in a newly freed slot once the rest had finished purging. The trick is to resettle one of the victims to one of your other planets, and resettle one of your robot-pops back at the same time. That's what I did when I got two planets ceded to me in my first machine empire run.
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# ? Oct 12, 2017 07:41 |
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Fintilgin posted:Kinda feel like maybe it should clear at least 2-3 open slots when you conquer, much like servitors taking an organic planet frees a bunch of slot. Some combo of refugees/casualties from the invasion, but you should really always be able to migrate a core pop or build a 'claim robot' on any new conquest. From the last page, but you can set a 'Displacement' policy that will do exactly this.
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# ? Oct 12, 2017 07:41 |
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Baronjutter posted:As I was finishing building all the buildings on my 2nd ring world it left me thinking that maybe tile management would be less of a chore if everything was scaled down. Have planets all in the 6-12 range with the game balanced around that. Which would also make ringworlds at 24 huge and amazing and special and actually feel big, rather than 20+ being the standard for worth colonizing. Bold Robot posted:Roughy speaking, the way I do it is: As the game goes on the number of tiles and the number of decisions per tile go up dramatically, while the impact of any one tile goes down. There's a point in the game where you should scale your attention up from tiles to planets but not only does the game not support this transition, it actively works against it by unlocking entirely new per-tile optimization levers. Sectors are obviously the intended solution to scaling but the AI can't handle all the levers being thrown at it either. Rather than adding new levers a game with this scale increase should have triggers that abstract existing levers into larger composite levers. After a certain point in a play through the +10% to a resource traits should be replaced by a single +XX% to whatever a pop is doing trait because they gene themselves up in the morning like we drink coffee. Or a planetary economics unlock that hides the pops entirely and gives planet-scale bonuses based on their proportions. Or both, with whichever you get first being dictated by your playstyle. Splicer fucked around with this message at 08:06 on Oct 12, 2017 |
# ? Oct 12, 2017 07:58 |
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You also want to make sure that your core worlds aren't set to citizen/citzen & slave only, and if they are to put the new planets in a sector right away. Also I want to plug the Autobuild mod, which is amazing and wonderful and upgrades things for me. If only it did starships I would have so much less busywork to do.
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# ? Oct 12, 2017 07:58 |
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I really wish I could allow citizen pops to migrate under a caste system. :|
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# ? Oct 12, 2017 08:00 |
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hobbesmaster posted:Do you get threat from doing this? Yup but I play on hard so threat is kind of meaningless. I need to have a huge fleet at all times to even have a chance so my neighbors hating me a little more doesn't change much. e: I did puss out and drop crisis strength to 0.75 though. because holy poo poo the Zerg rolled everyone last time. My massive megastructure empire complex, both AEs, the chill slavers, the rear end in a top hat democrat federation, the Contigency, and the Un-loving-bidden. I will have nightmares about that game forever e: I did learn that those aliens who come to help as "experts" if the scourge gets out of hand are really really bad at their jobs. 3 DONG HORSE fucked around with this message at 08:39 on Oct 12, 2017 |
# ? Oct 12, 2017 08:21 |
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My biotrophies aren't breeding. Yes, I have things set properly. The only potential cause I can see is the Stellar Culture Shock modifier, which doesn't say it prevents breeding, and in the case of the pops that need it most has 13,000 days left on it because they were Neolithic when the Worlds of Refreshment came knocking on their door. ...And now I'm picturing a Neolithic servitor hunting preserve set up like Shay's spaceship from Broken Age. These stone age tribesmen are given squeaky foam spears and set loose to hunt bright pastel creatures that scream in mock panic as they are chased down for their red licorice innards. Also, my best combat robot somehow lost an honor duel to these tribes. My robots are embarrassed for ten years, which I can't help but think involves sticking anime blush stickers on their face-analogues.
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# ? Oct 12, 2017 09:15 |
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Dareon posted:My biotrophies aren't breeding. Yes, I have things set properly. The only potential cause I can see is the Stellar Culture Shock modifier, which doesn't say it prevents breeding, and in the case of the pops that need it most has 13,000 days left on it because they were Neolithic when the Worlds of Refreshment came knocking on their door. You can change it to allow breeding on the species page under 'set rights'.
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# ? Oct 12, 2017 09:50 |
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Dareon posted:My biotrophies aren't breeding. Yes, I have things set properly. The only potential cause I can see is the Stellar Culture Shock modifier, which doesn't say it prevents breeding, and in the case of the pops that need it most has 13,000 days left on it because they were Neolithic when the Worlds of Refreshment came knocking on their door. Stellar culture shock does seem to prevent pop growth. My bio-trophies started spreading as soon as that expired.
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# ? Oct 12, 2017 09:57 |
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Anticheese posted:Stellar culture shock does seem to prevent pop growth. My bio-trophies started spreading as soon as that expired.
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# ? Oct 12, 2017 11:03 |
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Now this is potentially very interesting given previous discussions on borders and system control:
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# ? Oct 12, 2017 11:25 |
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HiKaizer posted:Now this is potentially very interesting given previous discussions on borders and system control: Yes! Seems like the system claiming change up that has been talked about may be coming down the pike. This could also help to beef out diplomacy and such, if borders are a bit more complicated than "big blob that radiates out automatically".
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# ? Oct 12, 2017 11:34 |
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HiKaizer posted:Now this is potentially very interesting given previous discussions on borders and system control: I love it, take my money
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# ? Oct 12, 2017 11:56 |
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Xae posted:Is there a mod that force all specials like Leviathans, Nomads, Ruined Megas, etc to spawn? Something like this? http://steamcommunity.com/sharedfiles/filedetails/?id=707297106
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# ? Oct 12, 2017 12:25 |
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HiKaizer posted:Now this is potentially very interesting given previous discussions on borders and system control: I also appreciate that the splotch of color has a discernable border instead of just ending. Might make it easier if a neighbor picks the same color. Is the border trim color determined by secondary color, or is it just a different shade of the primary?
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# ? Oct 12, 2017 12:42 |
HiKaizer posted:Now this is potentially very interesting given previous discussions on borders and system control: This looks neat!
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# ? Oct 12, 2017 13:20 |
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Looks good. I imagine they'll have to change the map generation system so it no longer throws up stars right next to each other, but that's hardly a drawback. Might make for some ugly borders though.
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# ? Oct 12, 2017 13:31 |
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Makes me wonder how it works under the hood Is it still doing pure distance based bubble from the planet and just rendering a much nicer border line, or is it now doing something smarter? Thing is, as poo poo as the distance based bubble was, it's intutive enough to guess/predict how to get a system by placing that frountier station or getting that +25% range modifer If this is more complicated, I hope we at least get an idea of how it works so we can still (somewhat) predictably grab systems we want edit: WTB ghost that shows borders before I commit to a thing. Like border range of placing a frountier station kaffo fucked around with this message at 13:38 on Oct 12, 2017 |
# ? Oct 12, 2017 13:36 |
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Aethernet posted:Looks good. I imagine they'll have to change the map generation system so it no longer throws up stars right next to each other, but that's hardly a drawback. There's an answer to the constant critique of mid-game tedium; provoke the player to go on wars against the border gore.
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# ? Oct 12, 2017 14:27 |
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Aethernet posted:Looks good. I imagine they'll have to change the map generation system so it no longer throws up stars right next to each other, but that's hardly a drawback. Finally, it's a true Paradox game
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# ? Oct 12, 2017 14:59 |
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I like the solid borders-lighter infill look. I guess it could look weird if you had stars really close to each other but maybe they'll thin out the line a bit. At least now when the game decides to spawn 3 countries with the exact same shade of blue, brown or green you'll be able to tell them apart. Also, I'm sure it's unintentional but it almost looks like the country is going: Stellaris: Aw Snap, Son!
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# ? Oct 12, 2017 15:11 |
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More teasers! https://twitter.com/martin_anward/status/918476755861688320
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# ? Oct 12, 2017 15:15 |
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So is the border your secondary colour while the fill is your primary? That could look a little strange if you're using black or white for either of them... Edit: oh, also you'll notice that the civilian ships have icons next to them now so you can tell your science vessels and construction ships apart. Psychotic Weasel fucked around with this message at 15:31 on Oct 12, 2017 |
# ? Oct 12, 2017 15:22 |
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So the big FTL and border remake is going to be next patch? Yes plz
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# ? Oct 12, 2017 15:27 |
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Psychotic Weasel posted:So is the border your secondary colour while the fill is your primary? That could look a little strange if you're using black or white for either of them... Agreed. I'd think it'd work better as the primary color with different opacity or saturation, rather than potentially garish combos from primary/secondary. EDIT: case in point, this color combo on the map looks like poo poo:
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# ? Oct 12, 2017 15:30 |
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Finally separate icons for construction/science boats? POTY right there LogisticEarth posted:EDIT: case in point, this color combo on the map looks like poo poo: Actually it's super good.
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# ? Oct 12, 2017 15:36 |
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Looks to me that border extension is much smaller than it's been.
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# ? Oct 12, 2017 15:50 |
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You'll also notice 'Bernard's Star' appears to be radiating a border despite not being colonized or using an outpost (at least, there is no icon indicating it). Maybe just a graphical illusion based on the way the the screen shot was taken or could be another mechanical change. The previous screenshot also showed the borders following all the neighbouring star closely but with all the details turned off it's hard to tell what's going on.
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# ? Oct 12, 2017 15:53 |
Wasn't the plan the last time this came up to have planets/frontier outposts only give you the system they're in? And obviously make frontier outposts a lot cheaper. Seems to fit the screenshots, assuming that frontier outposts would no longer be shown on the galaxy map (at least out of details mapmode).
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# ? Oct 12, 2017 15:55 |
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Wow just last night before bed I was thinking it would be so nice to have a more civ v style system where youd use influence to buy adjacent (taking into account hyperlanes) system claims with the cost growing based on distance. Would be specially nice if we could diplomatically trade claims or sell them too Speaking of borders I set up a fortress system on a choke point. On that system were some pre space guys I enlightened. I still own a populated planet in the system but can't build any orbitals there as it says it's not my territory. Also the border range shrunk drastically once the primitives took over.
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# ? Oct 12, 2017 15:55 |
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LogisticEarth posted:EDIT: case in point, this color combo on the map looks like poo poo:
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# ? Oct 12, 2017 15:59 |
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Something I noticed in that screenshot is that hyperlanes are visible even though there's clearly a wormhole station in Alpha Centauri (and it seems too early to have researched hyperlane mapping). And I assume that icon by Sol indicates a level 2 spaceport?
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# ? Oct 12, 2017 16:01 |
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It's not yet clear, but it's difficult to see how border range like that shown above would extend between galactic arms, making large sector difficult to produce. Of course, if this is part of a move to hyperlane-only, that problem could be resolved.
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# ? Oct 12, 2017 16:02 |
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# ? May 30, 2024 10:32 |
This looks very exciting, incautiously optimistic.
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# ? Oct 12, 2017 16:05 |