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Bold Robot posted:I try not to look. The key is to accept that they aren't going to minmax and to hope they don't royally screw something up. But, it's kind of a bummer that the best way to reduce stress is to adopt a "what I don't see can't hurt me" approach to sectors. Now that you can manually manage planets in a sector, this shouldn't be a big deal anymore. And I think it's worth pointing out that when you say "accept that they aren't going to minimax and to hope they don't royally screw something up", that's about the same level you get from a player just wanting to focus on pushing fleets around and only devote enough attention to planets to make that happen. The sector AI isn't that terrible, except for maybe food production, compared human player on normal that isn't trying to minmax.
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# ? Oct 17, 2017 17:12 |
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# ? May 17, 2024 11:22 |
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While I generally fall into the "drop colonies into sectors and forget about them" camp, I do occasionally go over each planet and decide whether I need to change any buildings. I've been playing as the UNoE in my latest game and with two fairly large sectors, I'm constantly at my mineral and energy cap unless I'm in a war. I'd like to see events for sectors - maybe a sector on the frontline of a war would have an event representing patriotic fervor and getting a couple new corvettes or something, or enemy unrest where your opponent has infiltrated a planet in your sector and is causing unrest (which would make a project to have a military ship hunt them down or something similar). Anything to make sectors a little more interesting.
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# ? Oct 17, 2017 17:33 |
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StealthArcher posted:# War-score from fleet-battles = KillMult * (0 + ((loser_deadships_fleet_value / loser_fleet_cap) * (1 - ((winner_deadships_fleet_value * Winner_KillMult) / winner_fleetcap)))) Joking aside, there's definitely a few Max() or Min() clauses in the actual code somewhere but I'd be curious where and what they are. Splicer fucked around with this message at 17:41 on Oct 17, 2017 |
# ? Oct 17, 2017 17:38 |
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I have a dumb idea for a play-through I’d like to try, what do I need to edit to enable multiple crises that spawn much earlier as well as make Fallen Empires awaken earlier too? For the crises, it seems I just need to edit “crisis_trigger_events.txt” and comment out the “NOT = { has_global_flag = galactic_crisis_happened }” line to enable the possibility of more than one crisis, right? If so, what do I need to do to change the earliest trigger date from 200 years to, say, 20? And to awaken the Fallen Empires sooner, I forgot the exact name of the file, but there was a pretty obviously titled awaken_empires.txt (or something close to it) with a years past >100 line, do I just edit that to >10 if I want it to trigger after 10 years? Anything else I need to do?
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# ? Oct 17, 2017 18:11 |
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ulmont posted:It takes me an absurd amount of minerals and energy to build up a crisis-proof fleet. To be fair, my only experience is the Contingency at 75% strength, but I still won in the end without having to cheat. Of course, that was only because I had filled half a dozen sectors nearly to the brim with resources when the Contingency dropped, so I could build and rebuild my forces as often as I needed too. Build time and the time needed to coordinate ship movements across my entire empire turned out to be the limiting factor -my total incomes was high enough I could in the end even out-build the AE left in the galaxy after the Contingency-War. What I'm saying is, as long as you keep expanding your economy, instead of draining it too fast by building up too early, you inevitably land on a plateau where you end up making more sectors not only to reduce micro, but also to have more space to fling resources into. That said, it's entirely dependent on playstyle, of course. When I played Driven Assimilators for example, it turned out I was constantly at war from a very early point and never got to the point of what I call economic equilibrium without massively cheating. I got constantly attacked by everyone I met -"peaceful" expansion and being feared and hated was a bad match. So I do recognize my solution isn't a universal one. Aethernet posted:@Libluini - I don't think our positions are that far apart. We may have slightly differing views on the relative cost of sectors, but I'm mostly arguing that the cost of sectors should be turned into a benefit - that putting planets in sectors should give some kind of buff over and above the reduction in micromanagement. Your multiple sector playstyle would actually benefit from this. While that's true, I think the reduction in micro already is a reasonable benefit. This way, I feel the game is properly balanced: If you do micro, you get better planets, but it's a lot of work. If you do sectors, you have nearly zero work but your AI will waste a bit of your resources. Buffing the planets in sectors above that feels so unbalanced to me, it would be like some sort of auto-cheat enabled!
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# ? Oct 17, 2017 18:11 |
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Hey Wiz or LordMune if you're about, I've heard that if Empire A scans planet Z and fails to find an anomaly, if Empire B comes by later and scans it there's no anomaly roll. Is that lies?
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# ? Oct 17, 2017 18:41 |
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We're going wild and wide tonight.
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# ? Oct 17, 2017 18:49 |
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Splicer posted:Hey Wiz or LordMune if you're about, I've heard that if Empire A scans planet Z and fails to find an anomaly, if Empire B comes by later and scans it there's no anomaly roll. Is that lies? The exact rules on this are shrouded in mystery and the last time a dev explained how this works, several posters in the thread immediately swore that they had experienced it working differently. I just make sure to never trade for or buy star charts or do anything that would give me survey data on systems that my science ships haven't surveyed yet. Possibly overkill but it's your best chance at keeping those anomalies.
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# ? Oct 17, 2017 18:59 |
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Libluini posted:While that's true, I think the reduction in micro already is a reasonable benefit. This way, I feel the game is properly balanced: If you do micro, you get better planets, but it's a lot of work. If you do sectors, you have nearly zero work but your AI will waste a bit of your resources. Buffing the planets in sectors above that feels so unbalanced to me, it would be like some sort of auto-cheat enabled! Fair enough - I think it would be reasonable way of adding a little more interactivity to sectors by associating a bonus with its focus, rather than effectively setting an aspiration for the AI. On another note - I'm discovering how fun genetic engineering can be, especially for Hive races where having bespoke drones for a particular planet is very much in keeping with their ethos. If people enjoyed engineering bots, engineering pops is nearly as fun.
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# ? Oct 17, 2017 19:11 |
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Aethernet posted:Fair enough - I think it would be reasonable way of adding a little more interactivity to sectors by associating a bonus with its focus, rather than effectively setting an aspiration for the AI. I tried this and got turned off pretty hard, but it may have been bugged. Essentially, through the stacking of several mod ascensions, traditions and an extra tech, I had 95% effective Species Modification Time Reduction. And a single planet still cost me something on the order of 10k Society research, which at the time was about 45 months. Kinda put it down and never tried again after that.
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# ? Oct 17, 2017 19:17 |
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Some how I ended up with about 5 "human" species types in my empire. All with the exact same traits in the exact same order. Might have had a colony ship in orbit somewhere when I became cybernetic? The stragglers got cyber'd but then remained their own pop, then a human pop from my empire that had emigrated away came back and also got cyber'd but once again stayed as a 3rd species type. A faction got upset that my humans were not identical and pure. Some were "human" some were "super human" or "trans human" or what ever so I did an expensive gene project to re-name them all to the same name hoping that would help. Nope. Eventually I got so OCD I made all but one type of human set to purge, this seemed hosed but it did flag them all clearly in my empire. Then went through and did kill_pop on every non-standard human, then copy_pop 1 to replace them. Now my species list just has one true human entry in it. It's the large amount of stuff like this that gets me all triggered in Stellaris still. It doesn't matter, but it drives me nuts. I'll always purge all aliens because I find they clutter up the species list. I had 5 refugees show up from a single emprie, all the same species, all 5 though were listed as different species even though 3 of them had the exact same traits, 2 of them were cyber, and 1 of them was cyber and had a different environmental pref. Sorry, nope, you guys are cluttering up my list.
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# ? Oct 17, 2017 19:23 |
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Libluini posted:This is wrong, first off, you would spend that "tax" on building up and developing that region anyway, second you can drain a sector for a little bit of influence any time you want, effectively getting everything back. It doesn't save me anything when the sector bulldozes all my power plants and replaces them with farms, bulldozes all my unity buildings and other unique buildings and replaces them with powerplants, bulldozes all my mines and replace them with science labs, bulldozes all my science labs to replace them with mines, builds farms on unique resource tiles, builds a bunch of mining-specialized robots on science lab tiles, puts all the members of the powerful researcher species I just conquered onto farm tiles, and gates 25% of my income behind an influence tax. And so on, and so forth. Look, I like the idea of having some automated stuff that takes care of the micro for me. My problem with sectors is that as currently designed and implemented, they're awful. The concept is great, and I really wish they were actually implemented as a helper to the player - rather than the punishment, tax, and handicap that they currently are. See, I don't hate sectors - I hate that they're actively terrible. The fact that "+5 core systems" is in the ascension perks list, which plays host to various major bonuses and buffs like "+25% border range" and "10% research speed", says a lot about where sectors stand as a game mechanic right now. And the fact that they openly clash with other game mechanics like slavery and genetic modification is a big problem. As a comparison, imagine if the devs implemented an auto-combat feature that controls your fleets for you so you don't have to deal with the tedious micromanagement of late-game warfare. That could very well be a good idea, as warfare past the early-game mostly just boils down to a clash of doomstacks followed by "blow up spaceport, invade planet, repeat until enemy surrenders". But if it were powered by the current fleet AI, it would absolutely be awful, because that's the same AI that essentially locks up if its transports get killed. And if the player was essentially forced to use that mode (bad AI and all) once their fleet was past a certain size, people would rightly have plenty to complain about.
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# ? Oct 17, 2017 19:26 |
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Main Paineframe posted:It doesn't save me anything when the sector bulldozes all my power plants and replaces them with farms, bulldozes all my unity buildings and other unique buildings and replaces them with powerplants, bulldozes all my mines and replace them with science labs, bulldozes all my science labs to replace them with mines, builds farms on unique resource tiles, builds a bunch of mining-specialized robots on science lab tiles, puts all the members of the powerful researcher species I just conquered onto farm tiles, and gates 25% of my income behind an influence tax. And so on, and so forth. Look, I like the idea of having some automated stuff that takes care of the micro for me. My problem with sectors is that as currently designed and implemented, they're awful. The concept is great, and I really wish they were actually implemented as a helper to the player - rather than the punishment, tax, and handicap that they currently are. See, I don't hate sectors - I hate that they're actively terrible. The fact that "+5 core systems" is in the ascension perks list, which plays host to various major bonuses and buffs like "+25% border range" and "10% research speed", says a lot about where sectors stand as a game mechanic right now. And the fact that they openly clash with other game mechanics like slavery and genetic modification is a big problem. See, I come from the exact opposite direction (sectors are awesome), so nothing you write here makes sense for me, our positions are simply too different. Also your comparison doesn't make sense, the sector AI is not a combat AI, of course it wouldn't work in a auto-combat feature: That's like throwing a car into a lake and saying: "See? The car is bad! It can't swim and sinks immediately!" In addition to that, the 4x-games I played using fully automated combat often where awful, and I'm not talking about "awful" in the "it triggers my OCD to see the AI being sub-optimal"-way, but in the "the AI is so braindead, it is attempting to start a zombie apocalypse"-way. This makes me think we should all be really glad Paradox stopped after abstracting combat down to task force / fleet-based combat.
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# ? Oct 17, 2017 19:49 |
In my current game as the holy Dʿmt there are no aliens anywhere near me at all. My first contact was when the nomads showed up and asked to drop off a tribe on one of my planets. I said yes and now there's a tiny protectorate with the exact opposite ethics directly next to my home world. Hopefully I'll be able to integrate them before they resent the yoke. Also they're aggressive birds while we're peace loving mollusks
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# ? Oct 17, 2017 19:59 |
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Baronjutter posted:It's the large amount of stuff like this that gets me all triggered in Stellaris still. It doesn't matter, but it drives me nuts. I'll always purge all aliens because I find they clutter up the species list. I had 5 refugees show up from a single emprie, all the same species, all 5 though were listed as different species even though 3 of them had the exact same traits, 2 of them were cyber, and 1 of them was cyber and had a different environmental pref. Sorry, nope, you guys are cluttering up my list. This post reads like some kind of Space Nazi bureaucrat.
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# ? Oct 17, 2017 20:29 |
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I thought the subspecies thing was supposed to fix that, but I noticed the same thing. Sometimes they show up as a subspecies, but often they're totally different.
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# ? Oct 17, 2017 20:33 |
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Strudel Man posted:I thought the subspecies thing was supposed to fix that, but I noticed the same thing. Sometimes they show up as a subspecies, but often they're totally different. There's some sort of book-keeping routine that's supposed to clean up your species list so that if you totally convert your species it's no longer a sub-type, it's simply the new default form of that species. The problem is that by doing that, it sometimes breaks the "family tree" of races. So you can take your humans, mod half of them, and you'll have your primary default humans plus the new template under them as a sub-type. Sometimes when you apply this template to EVERYONE, it stops being a sub-type template. The problem of course is that if you have some stragglers that were on a colony ship or mid-colonization they get left out so now the game treats them both as unique races, rather than sub-types of the same race. This specially happens when you become cyborgs. This is how I ended up with 5 types of humans, all with identical traits. I gene-modded everyone while forgetting a colony ship, which went on to make an entire planet populated with humans under a different species entry. I couldn't apply the same template to them because the template was gone at this point. Then during a fit of habitat construction I had colony ships containing both of these humans while I became cyborgs, creating 2 more new entries for "human" in the species list with no parent/template relationship. I set these two species to "assimilate" but with nothing to link them with my core species the game treated them as their own. In an attempt to merge them together I gene-modded the two most populous "humans" together to have matching names because one was "trans human" and the other "super human". Made projects to re-name them all simply "human" hoping that would merge them. Some how ended up with FIVE "humans" at the end, and now with the same names I couldn't even tell them apart. 200 of them were the correct human, 20 were another human, then 2 and 2 for the others. Purge all but the 200 to flag them, console command to track them down and eliminate and replace with the correct species. This of course wasn't just for OCD reasons, some faction was actually upset that my primary species didn't have uniform genes or something.
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# ? Oct 17, 2017 20:55 |
Baronjutter posted:The problem of course is that if you have some stragglers that were on a colony ship or mid-colonization they get left out so now the game treats them both as unique races, rather than sub-types of the same race. love2purge my own new colony
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# ? Oct 17, 2017 21:36 |
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Baronjutter posted:There's some sort of book-keeping routine that's supposed to clean up your species list so that if you totally convert your species it's no longer a sub-type, it's simply the new default form of that species. The problem is that by doing that, it sometimes breaks the "family tree" of races. So you can take your humans, mod half of them, and you'll have your primary default humans plus the new template under them as a sub-type. Sometimes when you apply this template to EVERYONE, it stops being a sub-type template. The problem of course is that if you have some stragglers that were on a colony ship or mid-colonization they get left out so now the game treats them both as unique races, rather than sub-types of the same race. This specially happens when you become cyborgs. I think this is related to why Psionic Ascension will sometimes break horribly for xenophobes and end with all your armies disappearing and your entire species set to be purged.
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# ? Oct 17, 2017 22:11 |
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I don't think you can purge your own race.
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# ? Oct 17, 2017 22:28 |
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Zephro posted:Convergent evolution. They may look like humans but they're just a phenotypically similar solution to a similar evolutionary problem. Think dolphins and fish. Don't be fooled by the surface similarities, they're filthy xenos as much as the weird mushroom people It's only been two hundred years! Lol.
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# ? Oct 17, 2017 22:29 |
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IAmTheRad posted:I don't think you can purge your own race. But the the “own race” flag can still get screwed up by scripts.
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# ? Oct 17, 2017 22:30 |
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Well guilli's planets mod sure just gave me a Titan
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# ? Oct 17, 2017 23:27 |
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TipsyMcStagger posted:It's only been two hundred years! Lol. Genetic modification!
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# ? Oct 18, 2017 01:14 |
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Libluini posted:See, I come from the exact opposite direction (sectors are awesome), so nothing you write here makes sense for me, our positions are simply too different. Also your comparison doesn't make sense, the sector AI is not a combat AI, of course it wouldn't work in a auto-combat feature: That's like throwing a car into a lake and saying: "See? The car is bad! It can't swim and sinks immediately!" He's saying the combat AI* is bad at being fighting wars and thus shouldn't be forced upon the player, as a comparison to the sector AI which is bad at managing planets. He is in no way saying the sector AI is bad at fighting wars. Libluini posted:but in the "the AI is so braindead, it is attempting to start a zombie apocalypse"-way This is kind of what we've got right now - it's easy to trick the combat AI into doing some very stupid things. *"combat AI" used in this post to talk about the strategic movement of ships around to complete war objectives, not the actual fleet to fleet combat.
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# ? Oct 18, 2017 02:07 |
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I've finally gotten the Horizon Signal event chain, but it seems to have stalled out. I got to the point where I can build the two special buildings, the happiness one and the energy one. I also completed the event that transforms your species into weird-looking pops with the Intelligent trait. Various events have happened here and there - an older version of one of my admirals showed up and I had to kill him, and a colony grew a bunch of pops and then disappeared. Nothing has happened in a few years now, but I still have the Worm in Waiting: Signals event in my Situation Log. Do I need to do anything or just wait around for whatever the next stage is? Glad I finally got the event - this is a lot of fun.
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# ? Oct 18, 2017 02:28 |
Bold Robot posted:I've finally gotten the Horizon Signal event chain, but it seems to have stalled out. I got to the point where I can build the two special buildings, the happiness one and the energy one. I also completed the event that transforms your species into weird-looking pops with the Intelligent trait. Various events have happened here and there - an older version of one of my admirals showed up and I had to kill him, and a colony grew a bunch of pops and then disappeared. Nothing has happened in a few years now, but I still have the Worm in Waiting: Signals event in my Situation Log. Do I need to do anything or just wait around for whatever the next stage is? If I remember right... Build the two buildings on your homeworld and you should get a new special project.
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# ? Oct 18, 2017 02:31 |
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Bold Robot posted:I've finally gotten the Horizon Signal event chain, but it seems to have stalled out. I got to the point where I can build the two special buildings, the happiness one and the energy one. I also completed the event that transforms your species into weird-looking pops with the Intelligent trait. Various events have happened here and there - an older version of one of my admirals showed up and I had to kill him, and a colony grew a bunch of pops and then disappeared. Nothing has happened in a few years now, but I still have the Worm in Waiting: Signals event in my Situation Log. Do I need to do anything or just wait around for whatever the next stage is? I think I lucked out on my last Horizon Signal run when the colony that vanishes actually survived and just benefited from some very strong buildings and rapid growth. No idea if there's something that determines that other than some RNG bullshit but apparently it is possible. From the position you are in now there should be a 3rd unique tech you can research that then allows you to build a pyramid on your capital (it's called Omega Theory), from there it will trigger another choice and end the quest chain. Check your tech cards to see if you missed something, or failing that, the buildings you can build on your capital. The pyramid is a standalone structure, you don't need to upgrade anything to get to it and I'm pretty sure Omega Theory will always show up as a research option once you unlock it. edit: Milky Moor posted:If I remember right... Build the two buildings on your homeworld and you should get a new special project.
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# ? Oct 18, 2017 02:35 |
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Also love the worm and it will make you ludicrously overpowered.
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# ? Oct 18, 2017 02:51 |
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We need more events with creative forms of treason.
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# ? Oct 18, 2017 03:00 |
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I sure hope the next DLC is about egalitarians and xenophiles because currently that playstyle seems totally unremarkable compared to the boosts the others have gotten.
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# ? Oct 18, 2017 03:24 |
I do like the space horror vibe that Stellaris seems to be getting in the wake of Horizon Signal. You've got the Worm, the End of the Cycle, whatever the Swarm is running from, the Contingency being, well, a contingency, and the game is basically about fighting in the mausoleum of fallen empires (at least when the unique systems like Sanctuary and Zanaam spawn in).
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# ? Oct 18, 2017 03:26 |
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Baron Porkface posted:I sure hope the next DLC is about egalitarians and xenophiles because currently that playstyle seems totally unremarkable compared to the boosts the others have gotten. That’d almost certainly come with a diplomacy revamp.
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# ? Oct 18, 2017 03:30 |
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Baron Porkface posted:I sure hope the next DLC is about egalitarians and xenophiles because currently that playstyle seems totally unremarkable compared to the boosts the others have gotten. Fanatic Xenophile + Spiritual : Unlocks Civic "Fertility Cult" 10% Faster population growth per type of species on planet, 5% Unity per species type in Empire
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# ? Oct 18, 2017 04:17 |
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Baron Porkface posted:I sure hope the next DLC is about egalitarians and xenophiles because currently that playstyle seems totally unremarkable compared to the boosts the others have gotten. The best boost comes from the satisfaction of knowing you're playing ethically.
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# ? Oct 18, 2017 04:17 |
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Baronjutter posted:The best boost comes from the satisfaction of knowing you're playing ethically. Like my latest game, when I decided to not make the third planet in my "Shipyard System" yet another mining robot colony and instead create a haven for these pre-space tech "humans" who had been driven off their home planet.
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# ? Oct 18, 2017 04:26 |
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hobbesmaster posted:We need more events with creative forms of treason. "Everything seems to be in order here..." <dies>
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# ? Oct 18, 2017 04:27 |
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Baronjutter posted:The best boost comes from the satisfaction of knowing you're playing ethically. I'm still salty about the change from collectivist/individualist to authoritarian/egalitarian, while maintaining egalitarianism as turbo space capitalism.
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# ? Oct 18, 2017 04:30 |
Egalitarian doesn't provide any kind of economic boost beyond reduced consumer goods cost now. Turbo space capitalism requires a civic that you can't even select if you're fanatic egalitarian.
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# ? Oct 18, 2017 05:09 |
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# ? May 17, 2024 11:22 |
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Bloody Pom posted:Egalitarian doesn't provide any kind of economic boost beyond reduced consumer goods cost now. Turbo space capitalism requires a civic that you can't even select if you're fanatic egalitarian. I believe the idea is you can affordably run utopian abundance and get happiness bonuses even on bad planets.
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# ? Oct 18, 2017 05:11 |