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I've hit a curious bug in my Contingency game. When I load the save from a fresh boot, I get contacted by them And the Cybrax and I think it contacts me per time I've messaged them. First time, it was just once and I thought it was a misclick. Now? Uh... Wiz? Could you make this a feature by having the Contingency call you up whenever you load fresh? Because having them ask how I'm still alive is amusingly creepy.
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# ? Oct 27, 2017 12:19 |
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# ? Jun 7, 2024 16:29 |
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Looks like Stellaris is getting terrain: https://twitter.com/Martin_Anward/status/923871303991463936
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# ? Oct 27, 2017 12:22 |
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Disappointing egg posted:Looks like Stellaris is getting terrain: Plasma overloaded hellfort with an interdictor? YES PLEASE
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# ? Oct 27, 2017 12:25 |
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Disappointing egg posted:Looks like Stellaris is getting terrain: gently caress YES In addition to zero shields around pulsars, nebula you can't see into? Amazing. This is genuinely going to be a new game.
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# ? Oct 27, 2017 12:39 |
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TsarZiedonis posted:Tried that, it just lost me planets. I built defensive armies up to the cap on my border worlds, but they were showing up with 40-50 transports behind their fleets. With the limits on both fortresses and defensive armies, the game really seems to force you to use doomstacks to accomplish anything decisive. But then they go and let the AI run away from every battle it starts to lose. Just send your troops to invade and recapture your own planets, while using your fleet to keep the enemy fleets from accomplishing anything. Either that, or just let them bombard a planet and move your fleet to intercept their transports instead. It's okay for them to take a planet or two, as long as you're taking planets too and don't let them get enough planets to max out warscore. Even if the enemy flees, they'll lose some of their ships to emergency FTL damage.
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# ? Oct 27, 2017 13:00 |
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I've stalled early wars by diligently building tons of defensive armies after getting my rear end kicked in space, since early on AI will bring like 2-3 transports and since it can't even remotely win against 10+ armies with just that it'll never land even after planets are bombarded to 0.
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# ? Oct 27, 2017 13:06 |
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Disappointing egg posted:Looks like Stellaris is getting terrain:
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# ? Oct 27, 2017 13:09 |
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So please tell me that the Cherryh patch will also have a new crisis related to time fuckery
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# ? Oct 27, 2017 13:42 |
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Shugojin posted:So please tell me that the Cherryh patch will also have a new crisis related to time fuckery That would really be the Cherryh on top of an already great expansion.
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# ? Oct 27, 2017 14:11 |
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Environmental effects and hazards present the opportunity for naturally defensible terrain in the style of mountains or river crossings. Basically, systems with certain types of stars or in certain kinds of nebulae can cause problems for ships getting out of FTL within them. Maybe they extend the cooldown time and/or make ships more vulnerable during the cooldown? Defenders are already in the system so this isn't a problem for them, although they too would have to wait for the effects to wear off, which is somewhat like "digging in." Actually on that thought, stars or what have you that grant passive buffs to ships the longer a fleet is in the system could work. This is to say nothing of "quagmire" systems that are difficult to escape from due to higher FTL windup time or EFTL damage.
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# ? Oct 27, 2017 14:13 |
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gowb posted:That would really be the Cherryh on top of an already great expansion. nice
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# ? Oct 27, 2017 14:19 |
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Just got a notice from Steam that Stellaris is 60% off!
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# ? Oct 27, 2017 14:21 |
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Any guides or tips for a rogue servitor playthrough? I want my meatbags to be happy, fat, and outnumber the stars. I've been inspired by a commercial about robots forcing people to eat ice cream.
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# ? Oct 27, 2017 14:26 |
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Krataar posted:Any guides or tips for a rogue servitor playthrough? I want my meatbags to be happy, fat, and outnumber the stars. I've been inspired by a commercial about robots forcing people to eat ice cream. The main thing that's different to keep in mind is that you probably want to eventually move your bio-trophies onto their own planets and keep them separate from your robot pops, for specialization purposes and in case you want to go for Machine Worlds. Resettling bio-trophies has a reduced cost, and you can load them up with irrelevant traits to get useful things like lower consumer goods cost or nomadic.
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# ? Oct 27, 2017 15:06 |
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Groetgaffel posted:For wishlisting, here's how I would change FTL drives in stellaris. Here's mine: Hyperlane default. All empires can also slow-boat (fluffed as STL or poo poo-warp) off the lanes if they really need or want to for when the RNG or chokepoints just screw them too badly. Wormholes are a mid/late game tech, and work like a gate network. You can get from any system with a wormhole generator to any other system with a wormhole generator near instantly, but you can't wormhole to any system that doesn't have a wormhole generator. Jump Drives/Warp Drives are late game tech that gives you decent speed off-lane movement. Jump/Psi Jump Drives are doom-the-galaxy late game tech that gives you extreme speed off-lane and maybe even lets you jump to specific points in the target system instead of arriving at the edges. Basically Psi-Jump empires are FTL gods who can break all the rules other FTL types have to play by but with the usual downside of requiring psionics and risking Unbidden snack time. Also, offload most of the FTL travel time from the charge and cooldown periods into the actual between-system travel time. Because the base FTL is hyperlanes, you also only need to show connection entry points in the system view by default, make it easier to place your stuff (if there is stuff to freely place). Unrelated to FTL, since all static defenses are relegated to starbases in the big update, that would be the perfect time for System Defense Boats so you can still have some defense without starbases. They'd also give sectors something to spend money on and feel safe. DatonKallandor fucked around with this message at 17:27 on Oct 27, 2017 |
# ? Oct 27, 2017 16:45 |
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Disappointing egg posted:Looks like Stellaris is getting terrain: Spectacular, terrain is something I really want in the game. Hopefully nebulae will be bigger and stand out a bit more too.
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# ? Oct 27, 2017 17:46 |
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Real fuckin' neato. Makes me think of Sins of a Solar Empire, which isn't a bad idea to borrow space terrain ideas from. E: In a move that can only be described as art imitating life, I beat the poo poo out of the spiritualist awakened empire (at last) and claimed their core worlds. They moved their captial to the new world of... Triumph. Because of course they did. Thyrork fucked around with this message at 18:22 on Oct 27, 2017 |
# ? Oct 27, 2017 18:07 |
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Even moo2 had nebulas where shields didn't work unless you had hard shields. Could lead to some very different sorts of battles, specially if your enemy has better shield tech than you but you have great armour penetration.
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# ? Oct 27, 2017 18:15 |
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Disappointing egg posted:Looks like Stellaris is getting terrain: Between this and making systems harder/slower to be claimed it looks like Cherryh is going to make space a good deal more foreboding and mysterious. Which is excellent!
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# ? Oct 27, 2017 18:15 |
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Thyrork posted:Real fuckin' neato. Makes me think of Sins of a Solar Empire, which isn't a bad idea to borrow space terrain ideas from. "WE DIDNT LOSE WE NEVER LOSE!" They scream as their empire shrinks into a corncob
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# ? Oct 27, 2017 18:24 |
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Another cool 'terrain' could be a star that has frequent and massive coronal mass ejections, forcing ships to slow down to be able to evade solar plasma and reducing the accuracy/effectiveness of sensors/targeting computers due to all the electronic interference caused.
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# ? Oct 27, 2017 18:37 |
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OwlFancier posted:Spectacular, terrain is something I really want in the game. Hopefully nebulae will be bigger and stand out a bit more too.
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# ? Oct 27, 2017 18:38 |
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Disappointing egg posted:Looks like Stellaris is getting terrain: Excellent. Space is insanely bad and needs to be treated as if it will kill you at any moment. You can't trust space.
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# ? Oct 27, 2017 18:43 |
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DatonKallandor posted:Here's mine: If FTL is getting a re-work, here's my wishlist: Hyperlanes for everyone to start with. Fast travel times between systems, no FTL wind-down, but you enter / exit the system from the hyperlane entry / exit point. So you have to physically cross the system to re-enter FTL on your way to the next system. In-combat retreat now makes ships run for the 'friendliest' exit point, they get a +100% speed boost and stops all weapons from firing, with +100% FTL charge speed when they make it to the exit point. No more emergency warp damage, but if bad-guys are shooting at you they'll get some hits in. FTL inhibitors still work the same way, plus they reduce the retreat bonuses to +50%. Warp is mid-game rare research FTL, works the same as it currently does except for retreating & a shorter range. With a short range warp ships can bypass some chokepoints, but not all. Retreating warp-fleets run to the closest edge of the gravity well, instead of having to go to the exit point that goes back towards friendly territory. Moderate FTL wind-down to balance against not having to travel across a whole system to warp to the next one. Wormholes are late-game rare research non-ship component FTL, and now are built into Starbases. They create an entry / exit point next to the Starbase that let any type of FTL ships travel to any other Starbases' wormhole entry / exit point in a very large range. Small FTL wind-down. Ships still need regular FTL for travel to non-wormhole systems. Jump Drives are late-game dangerous research FTL, work just like current jump drives do except you don't have to get to the edge of a system to jump out, as soon as you click on a out-system destination they start FTL charging. Jump retreating works like it currently does but without emergency warp damage. Psi jump drives have no power cost and are purple. I think making the standard FTL require you to physically cross the system would make early game terrain more important, and make non-combat speed an important variable. Having to retreat to the edge of a system would make combat speed more important, too. The smaller faster corvettes will get to the edge sooner while the larger slower battleships will take more hits from pursuing ships. Wormhole stations make territory easier to defend with fewer fleets. Jump drives are end-game unbalanced fun but realistically by this point you've already achieved dominance over the galaxy and are waiting for the end-game crisis.
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# ? Oct 27, 2017 18:51 |
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Yeah, having to go the proper exit/entry facing of the system to use hyperlanes should be thing. As you say it makes terrain more important. An orderly retreat being a retreat to the edge of the system to charge a jump out might also make afterburners worth at least thinking about?
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# ? Oct 27, 2017 19:14 |
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Nevets posted:That's pretty close to what I'd like too. I like this idea for hyperlanes because it reminds me of jump nodes in Freespace.
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# ? Oct 27, 2017 19:17 |
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Disappointing egg posted:Looks like Stellaris is getting terrain:
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# ? Oct 27, 2017 19:22 |
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DatonKallandor posted:Here's mine: That's it. Nothing else. No wormhole stations, no jump drives. Just hyperlane with (very slow) off-roading. Maybe a few preset wormholes or a tech that lets you jump from any black hole to any other black hole or something, but basically stick with hyperlanes period. That's what I want. I play all my games hyperlane only though, with the 'true hyperlanes' mod, so I can always just keep doing that.
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# ? Oct 27, 2017 20:05 |
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I do like the idea of being able to upgrade lanes you control both ends of with stations or something to make it all go faster for internal movement.
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# ? Oct 27, 2017 20:07 |
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Some sort of natural lane variance might be interesting, reflected by the thickness of the lane line. Bigger lanes you go faster and less 'cool down' until it could be used again? Yeah, maybe let you upgrade certain lanes (expensive upkeep) to have a major transit trunk through parts of your empire.
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# ? Oct 27, 2017 20:11 |
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I play with hyperlanes only to start but will never make getting jump drives impossible because of the time I beat my enemies to it and had a series of hilarious cat-and-mouse capers across their territory, attacking outposts and trying to get to the edge to escape before they followed enough lanes to catch up with me. Probably wouldn't be so fun if I was on the other end of that though.
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# ? Oct 27, 2017 20:15 |
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Hyperlanes with expensive fixed point wormholes for intra empire traffic.
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# ? Oct 27, 2017 20:16 |
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Fintilgin posted:I play all my games hyperlane only though, with the 'true hyperlanes' mod, so I can always just keep doing that. What's the mod do?
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# ? Oct 27, 2017 20:39 |
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gowb posted:What's the mod do? Eliminates jump drives
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# ? Oct 27, 2017 20:46 |
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Baronjutter posted:Eliminates jump drives Yeah, so everyone always exclusively has to use the lanes. I like it.
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# ? Oct 27, 2017 21:02 |
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I appreciate that terrain and chokepoints are important in a game like this, but I feel like there's probably a better way to go about it then just removing FTL types, even at game start. Having different FTL drives is a cool thing, much like in SotS. My go to would probably actually be allowing snares to affect an area of space instead of one system only. With the starbase changes coming up, and assuming snares are something you can only put on higher end ones, it adds more duality to wide v tall, since a tall empire with most of it's systems concentrated in a smaller area would have a much easier time covering it's territory with snares than a wide one, where only major systems would be covered and the enemy would be able to find chinks in your perimeter defenses, necessitating a better fleet defense and so on. I do think Warp needs some sort of rework though, because the wind down time is just unfun to deal with in my opinion.
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# ? Oct 27, 2017 21:16 |
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You could do it by adding areas of FTL blocking space, like a sort of dark nebula that blocks hyperlane formation and pulls anything else out of FTL into the nearest system.
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# ? Oct 27, 2017 21:18 |
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It's always bothered me that you don't actually have to FTL out of a system by the direction of your destination, but you do arrive on top of your entry destination arrow. I guess since FTL snares pull fleets out right on top of the station it's fine, but they wouldn't have to if you could actually defend a hyperlane entrance.
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# ? Oct 27, 2017 21:22 |
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Wait, since when does liberating generate threat? This is kind of ridiculous, I was attacked by a couple of empires while way under fleet capacity, built up, and liberated four or five planets from each of them to create friendly-ish buffer empires between us. And after my circumspect response to their aggression, I'm getting 136 threat with the empire on the other side of them who used to be more or less friendly with me.
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# ? Oct 27, 2017 21:24 |
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# ? Jun 7, 2024 16:29 |
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wiegieman posted:It's always bothered me that you don't actually have to FTL out of a system by the direction of your destination, but you do arrive on top of your entry destination arrow. I guess since FTL snares pull fleets out right on top of the station it's fine, but they wouldn't have to if you could actually defend a hyperlane entrance. The issue there is that travelling anywhere would take a very long time because you would have to fly across every system in the way, and time between jumps would vary depending on how big the system is, which would make it inconsistent too.
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# ? Oct 27, 2017 21:25 |