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Psychotic Weasel posted:On a note unrelated to Utopia or 2.0 has anyone encountered this bug before: You can edit the save game to remove the armies from your empire.
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# ? Dec 29, 2017 10:50 |
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# ? May 20, 2024 04:48 |
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Hey guys - just updated my mods for removing ground combat and adding new factions: http://steamcommunity.com/workshop/filedetails/?id=925513591 Sorry for anyone here who was waiting on me since summer to keep things updated (I know one person from here contacted me via the Steam Workshop) but I'd been too busy with work to face bonus recreational work afterwards. They're now working with 1.9.1.
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# ? Dec 29, 2017 13:09 |
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Demiurge4 posted:Are you using the civilian trade mod? I stopped using it because this would happen every time I embarked an army with a trade ship in orbit. binge crotching posted:You can edit the save game to remove the armies from your empire. Psychotic Weasel fucked around with this message at 14:16 on Dec 29, 2017 |
# ? Dec 29, 2017 13:51 |
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Psychotic Weasel posted:Nope, no mods. Completely vanilla game aside from the DLC. Seems like I just glitched it in a stroke of bad luck. I've had the same thing happen two or three times, also with vanilla Stellaris and no mods. The only thing I've thought of to blame it on was that I think in at least one instance I had told the troops to embark, paused, and then updated the troop transport design before unpausing. But I'm not sure if that has anything to do with it or not, and the other times it happened there didn't seem to be any rhyme or reason to it. It killed one game outright because I was doing precision bombardment/invasion strikes against a stronger enemy with the only army that I had and then it got stuck in limbo and that was the end of that.
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# ? Dec 29, 2017 17:12 |
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Jacque Pott posted:Hey guys - just updated my mods for removing ground combat and adding new factions: http://steamcommunity.com/workshop/filedetails/?id=925513591 Oh my god, I was that one person! Fantastic to see the update, I'll give it a spin when I get back to town.
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# ? Dec 29, 2017 18:47 |
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I'm thinking about buying this, is there any good tutorials I should watch/read?
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# ? Dec 29, 2017 19:49 |
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Mystic Stylez posted:I'm thinking about buying this, is there any good tutorials I should watch/read? The in game tutorial is pretty good and covers the basics well enough. The game will say that warp travel is best for beginners but the next update is retooling everything around hyperspace travel so I would play with that, instead
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# ? Dec 29, 2017 23:25 |
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Hyperlanes only is both easier and more fun than any of the other alternatives at present.
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# ? Dec 29, 2017 23:27 |
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Mystic Stylez posted:I'm thinking about buying this, is there any good tutorials I should watch/read? The paradox crew have been streaming one: https://youtu.be/sX6UPpiIras
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# ? Dec 29, 2017 23:46 |
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Jacque Pott posted:Hey guys - just updated my mods for removing ground combat and adding new factions: http://steamcommunity.com/workshop/filedetails/?id=925513591 Those factions look awesome. Is the elitist egalitarian one for xenophobic empires? I recall the last time I tried to play a xenophobic democracy the 'phobes and egalitarian factions wouldn't play nice with each other. It'd be cool for there to be more specific ethic combos that produce unique factions like pacifist/xenophobes in the base game. Yadoppsi fucked around with this message at 06:25 on Dec 30, 2017 |
# ? Dec 30, 2017 00:28 |
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OwlFancier posted:Hyperlanes only is both easier and more fun than any of the other alternatives at present. Considering how easy it is to get screwed over by hyperlanes, I would have to disagree with you. On a related note I just managed to get screwed over due to warp portals. Fought a war against an enemy nation and went deep into their territory to win it, but the moment that it ended all my fleets got stuck. So is their any way to get them all out of there besides trying to build gates that are in range to my fleets?
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# ? Dec 30, 2017 00:29 |
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Unless people spawn very close to you on all sides I don't think you can really get "screwed over" by hyperlanes other than in a way that's extremely obvious the moment you roll the map. If you do end up with a stupidly clustered start just restart and consider turning down the number of empires a bit or installing the no clustering mod. If it gives you a stupid start, reroll, if you run into someone blocking your way, that's your target. I would suggest that a very important habit with hyperlanes is that you should look to use outposts to grab as much land as you can as early as you can, the fact that you can use your borders to block access to chokepoints means that you can effectively lock down areas of land and backfill them later. I've never had difficulty getting enough land to be a competitive power in a hyperlanes game.
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# ? Dec 30, 2017 01:09 |
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OwlFancier posted:Unless people spawn very close to you on all sides I don't think you can really get "screwed over" by hyperlanes other than in a way that's extremely obvious the moment you roll the map. If you do end up with a stupidly clustered start just restart and consider turning down the number of empires a bit or installing the no clustering mod. I have had games where it has been okay, it was just that my first game with them had me right next to another empire, had one fork completely blocked off by genocidal maniacs and had another fork controlled by the xenophobic type of fallen empire.
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# ? Dec 30, 2017 01:30 |
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Is it worth the effort to destroy enemy mining and research stations in systems I'm not trying to win?
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# ? Dec 30, 2017 01:44 |
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GorfZaplen posted:Is it worth the effort to destroy enemy mining and research stations in systems I'm not trying to win? No. Only their fleet and planets matter, and fleets only because they might snipe your transports.
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# ? Dec 30, 2017 01:45 |
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I screw myself without fail in hyperlane only games by overextending and going way too wide and thin. I should probably work on that for when the next patch hits
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# ? Dec 30, 2017 01:45 |
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With hyperlanes only, it's definitely possible to get starts that are kinda lame and need a restart. This is usually immediately apparent (as has been noted) but even when it isn't, it should become clear within like 15 minutes tops that you're in a bad spot. If you're far enough in that you'd actually mind restarting, then the start is fine.
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# ? Dec 30, 2017 01:49 |
GorfZaplen posted:Is it worth the effort to destroy enemy mining and research stations in systems I'm not trying to win? It depends. If you don't think you can win the war but you'll be able to sue for peace, ripping their economy to pieces might allow you to win the next war. But that's about the only time I tend to worry about it.
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# ? Dec 30, 2017 02:51 |
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Milky Moor posted:It depends. If you don't think you can win the war but you'll be able to sue for peace, ripping their economy to pieces might allow you to win the next war. But that's about the only time I tend to worry about it. Thanks, that's exactly what I wanted to know
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# ? Dec 30, 2017 05:06 |
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So is there anyway to reliably shift your government ethos ingame?
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# ? Dec 30, 2017 05:34 |
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Hunt11 posted:So is there anyway to reliably shift your government ethos ingame? You can embrace various factions (as they show up) and that will slowly shift your empire's ethos' around. The same rules apply here as when you're making an empire in that opposing ideologies cannot coexist so that can cause you to start shifting in weird directions depending on what you embrace. Also keep in mind that embracing unpopular factions pisses a lot of people off. You can also get some events to trigger when examining anomalies which can immediately push you in another direction depending on what option you choose.
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# ? Dec 30, 2017 06:05 |
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Hunt11 posted:Considering how easy it is to get screwed over by hyperlanes, I would have to disagree with you. Click the fleet and click the return to base button. As they are unable to, it'll give you them option to Emergency FTL home. Also hot take, all three starting ftl types are garbage and the entirety of the early game is spent waiting for Jump Drive to show up.
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# ? Dec 30, 2017 07:17 |
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That take would be hotter if you'd stop taking it out of the oven every other time you posted.
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# ? Dec 30, 2017 07:57 |
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Psycho Landlord posted:That take would be hotter if you'd stop taking it out of the oven every other time you posted. Hasn't even risen properly yet, imo.
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# ? Dec 30, 2017 08:04 |
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Yadoppsi posted:Those factions look awesome. Is the elitist egalitarian one for xenophobic empires? I recall the last time I tried to play a xenophobic democracy the 'phobes and egalitarian factions wouldn't play nice with each other. Yup, that's exactly the niche I wanted to fill with the elitists. They're "luxury for us, not for you" colonialists. They want you to build up an underclass of aliens and exploit them for your founding species' benefit.
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# ? Dec 30, 2017 12:57 |
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If I ever get into multiplayer, the first game I play will be as the adorable genocidal maniacs so that it always sounds so adorable when they promise to exterminate the galaxy.
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# ? Dec 30, 2017 14:07 |
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Hunt11 posted:Considering how easy it is to get screwed over by hyperlanes, I would have to disagree with you. Hit the 'Return to Base' button for the fleet, if there is no valid path to home (either because you don't have wormhole stations in range, or closed borders are in the way) your ships will emergency FTL back to your space.
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# ? Dec 30, 2017 20:15 |
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Jacque Pott posted:Hey guys - just updated my mods for removing ground combat and adding new factions: http://steamcommunity.com/workshop/filedetails/?id=925513591 Any chance you could add the ability to still build transport ships or have standard military ships count as them? There are a few events that require them that get broken by the inability to have armies.
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# ? Dec 30, 2017 21:12 |
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PittTheElder posted:Hit the 'Return to Base' button for the fleet, if there is no valid path to home (either because you don't have wormhole stations in range, or closed borders are in the way) your ships will emergency FTL back to your space. I managed to hack my way through their territory by using frontier posts. Also is it possible to add mods to a game that is already going on?
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# ? Dec 31, 2017 00:36 |
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It depends on the mod but as long as it's not too extreme it will probably work fine, just remember to backup your save.
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# ? Dec 31, 2017 00:48 |
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Just bought this game while it was on the steam winter sale and have added the synthetic dawn dlc (to the other three I started with) and am having a blast learning the game and trying different strategies out. So far I have been having the most fun with the robotic races, I really dig being able to cherry pick planets that are best suited to me, then install a population that is best suited to harvest the resources I want/need. Just trying to figure out the best way to use the outposts to expand between planets is the challenge. Anyways I have been looking for mods to add to my game, I am sure this has been asked a thousand and one times but the op is out of date for current mods. Steam doesn't exactly do a great job either of highlighting mods that are actually for the latest version. I have been using these mods so far: New Ship Classes and More Collection of Flags Immersive galaxy - Complete combo of mods, pretty planets Planetary Diversity 1080i UI overhall plus Any other mod recommendations would be great. I found some portrait packs I liked but they didn't support the latest version, or at least it was giving me a warning sign about it.
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# ? Dec 31, 2017 07:08 |
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Any advice for getting the accession perk research option or is it just sheer luck?
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# ? Dec 31, 2017 08:18 |
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You need to have at least 8 tier three research techs completed (the UI doesn't tell you what tier things are, you need to look it up on the wiki); once you meet that there's a x0.20 penalty to drawing the Ascension Theory tech card unless you have one of: Curator Insight modifier (increased research speed bought from Curators), a Curator Scientist leading your society research, or an Industry specialist researcher. Once you get that high in the tech tree there's not really all that much left to research, so usually it pops really quickly once you actually qualify for it.
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# ? Dec 31, 2017 08:27 |
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GotDonuts posted:Any other mod recommendations would be great. I found some portrait packs I liked but they didn't support the latest version, or at least it was giving me a warning sign about it. The Vanilla Dimorphism mods are also nice. Could always use more flag backgrounds. War Name Variety, does what it says pretty much. Color coded pop icons to tell at a glance what they're doing. I kind of like Beautiful Universe. Mods like this usually don't break with a patch, the warnings can probably be safely ignored.
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# ? Dec 31, 2017 08:58 |
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darnon posted:Any chance you could add the ability to still build transport ships or have standard military ships count as them? There are a few events that require them that get broken by the inability to have armies. I hadn't encountered any that I hadn't already overridden... If you could point me towards one that is giving you trouble that would be a big help. I've already checked ones that look for the transport ship class and none of those would be banjaxed by being unable to make any.
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# ? Dec 31, 2017 09:19 |
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I enjoy the Real Space mods which make systems a hell of a lot bigger and add more star types. I'm pretty hype for when they introduce crossing systems to get to the other jump point because it's going to really slow down expansion which I like.
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# ? Dec 31, 2017 13:34 |
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Thank you for those suggestions, some of them look really cool. I think for my next campaign I am going to try to create a race of holy warriors whose god demands the elimination of all other life from existence. Any other form of life is a complete mockery of the lorts might.
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# ? Dec 31, 2017 14:09 |
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I would suggest also that Gulli's planet modifiers is just an excellent gameplay addition though it does significantly change how you look at planets based on what modifiers they spawn with. I think it's a good change but if you're trying to keep it vanilla you might not want it.
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# ? Dec 31, 2017 15:10 |
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How common are strategic resources in a standard galaxy, specifically teldar crystals which boost kinetic damage? And if the AI empires have access to the damage-boosting strategic resources, will they build and upgrade their fleets with that in mind? I have 16 units of teldar crystals and I am thinking of ways to use them as a bargaining chip/leash on the other empires.
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# ? Dec 31, 2017 19:42 |
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# ? May 20, 2024 04:48 |
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It is automatic if you have the resource so yes.
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# ? Dec 31, 2017 19:46 |