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Thyrork posted:That should clear up after awhile. It has been at least 60 years and I still can not communicate with them. Edit: So are there any mods that people could recommend to help compensate for the lack of unity boosts I can use? Hunt11 fucked around with this message at 01:16 on Jan 15, 2018 |
# ? Jan 15, 2018 01:13 |
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# ? May 27, 2024 02:55 |
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tithin posted:Do races get randomly generated in each game, or does the game only have a pool of generic races that it uses every time + your customs? Totally random
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# ? Jan 15, 2018 02:01 |
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Hunt11 posted:It has been at least 60 years and I still can not communicate with them. Can you use the console to initiate the artisan diplomacy screen or fire the event giving you a monument, etc?
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# ? Jan 15, 2018 03:05 |
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The little green and orange eagle thing on the empire selection screen determines whether its attached empire might, will, or will not spawn in new galaxies. By default I think all of them are set to allow spawning, but aren't forced. I've actually really enjoyed my games consisting only of empires that I've made knowing what their personalities in game will wind up being like.
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# ? Jan 15, 2018 03:06 |
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What's the point of having all these trait points if I don't have enough picks to use them?
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# ? Jan 15, 2018 03:11 |
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Beer4TheBeerGod posted:What's the point of having all these trait points if I don't have enough picks to use them? The whole trait/engineering system needs the same level of do-over as movement and war is getting in 2.0
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# ? Jan 15, 2018 03:13 |
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Baronjutter posted:The whole trait/engineering system needs the same level of do-over as movement and war is getting in 2.0 Oh? What would you like to see changed? I think the trait system's probably the best functioning part of Stellaris at the minute. I do wish there were more traits, negative ones in particular. All too often I find myself gravitating towards the same three vices because there just aren't any that seem thematically appropriate.
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# ? Jan 15, 2018 03:50 |
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Beer4TheBeerGod posted:What's the point of having all these trait points if I don't have enough picks to use them? Buy off your negatives and swap 1 point traits with 2 point traits.
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# ? Jan 15, 2018 03:56 |
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ulmont posted:Buy off your negatives and swap 1 point traits with 2 point traits. Do you not have to have gone for biological ascendancy to do that?
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# ? Jan 15, 2018 04:01 |
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Autonomous Monster posted:Oh? What would you like to see changed? I think the trait system's probably the best functioning part of Stellaris at the minute. I'd love for there to be about 2-3x more traits. All the modded ones are dumb or broken that I've found, but it always feels like there just aren't enough in the base game for some reason.
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# ? Jan 15, 2018 05:08 |
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Autonomous Monster posted:Oh? What would you like to see changed? I think the trait system's probably the best functioning part of Stellaris at the minute. If you get the robomodding ascenion perk it's super easy to have a bunch of points that you can't actually use on all of your models because you're maxed on picks.
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# ? Jan 15, 2018 05:18 |
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imweasel09 posted:If you get the robomodding ascenion perk it's super easy to have a bunch of points that you can't actually use on all of your models because you're maxed on picks. That'e exactly what happened with me. I ended up getting an expanded trait mod so I had more slots. To be honest the whole robomodding thing seems poorly implemented. Your ideal approach seems to be to quickly specialize your drones for the three resources, and then maintain those chains as you get more traits. It ends up being a pain, and in the end you can't take full advantage of the trait system since you don't have enough slots. I would prefer to see something a bit less clunky. Ultimately it's all a flat bonus anyway, so maybe change it from robomodding to specific technologies that give the same traits.
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# ? Jan 15, 2018 05:37 |
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It would be very nice if you could research more trait slots or something
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# ? Jan 15, 2018 05:44 |
Okay, I just unlocked gene modding and made a template to help my guys be better at physics research. How do I actually get those populations to spawn?
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# ? Jan 15, 2018 06:13 |
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Soonmot posted:Okay, I just unlocked gene modding and made a template to help my guys be better at physics research. How do I actually get those populations to spawn? you need to actually genemod them now from the species menu. click on the template and then click apply template and then select your pops, it will then make a special project. it uses society research so if you have a shitload of pops it will take a while to finish.
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# ? Jan 15, 2018 06:39 |
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At the risk of being extremely rude, I am going to bet on this thread having at least some people interested in sci-fi government sims and plug the one I am currently running in The Game Room subforum. It takes place on a small ex-colony in the far reaches of colonized space, after a revolution has overthrown the kleptocratic autocracy that was in charge for about thirty years. There are elections, plenty of government roles, heated debates over policy and factional tensions under the surface. We are currently accepting candidates for the upcoming municipal elections and could use some more players willing to run independently or with a minor party.
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# ? Jan 15, 2018 08:19 |
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It would be nice if species traits were more distinctive. "This race gets +10% to minerals" and "this race gets -10% habitability but +10% army damage" are kinda small bonuses and don't really make different biological species feel different in play. You could get more interesting stories with traits like "silicon-based" (eats minerals instead of food), "gigantic" (double resource output and consumption), or "sociopathic" (inherit physical traits from host bodies but keep their own mental traits, or whatever). Especially when you start intermingling and mixing populations.
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# ? Jan 15, 2018 10:22 |
Boing posted:It would be nice if species traits were more distinctive. "This race gets +10% to minerals" and "this race gets -10% habitability but +10% army damage" are kinda small bonuses and don't really make different biological species feel different in play. You could get more interesting stories with traits like "silicon-based" (eats minerals instead of food), "gigantic" (double resource output and consumption), or "sociopathic" (inherit physical traits from host bodies but keep their own mental traits, or whatever). Especially when you start intermingling and mixing populations. Yeah. With Apocalypse on the way, my #1 want for Stellaris is now like more distinctive advantages and disconnecting civics from things that are basically unique modifiers (for example, the new Gaia Planet/Tomb World beginning states). And more events, etc.
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# ? Jan 15, 2018 10:37 |
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Yeah genetic traits should be way more impactful and come with bonuses and penalties rolled into one. For example growth bonuses should be coupled with leader age penalties and vice versa. Strong should increase food consumption and so on. Make races more unique and interesting and don't give a poo poo about supposed balanced and optimal builds. Min maxing is for boring nerds.
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# ? Jan 15, 2018 10:43 |
Demiurge4 posted:Make races more unique and interesting and don't give a poo poo about supposed balanced and optimal builds. Min maxing is for boring nerds. Yeah. No matter what, people are going to min-max. And I feel like Stellaris doesn't have much in the way of traditionally competitive multiplayer where that's a big concern.
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# ? Jan 15, 2018 10:47 |
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Milky Moor posted:Yeah. No matter what, people are going to min-max. And I feel like Stellaris doesn't have much in the way of traditionally competitive multiplayer where that's a big concern. Pretty much. If they do make traits more unique and interesting I'd be fine with a 2 positive 1 negative pick limit.
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# ? Jan 15, 2018 10:52 |
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Autonomous Monster posted:Oh? What would you like to see changed? I think the trait system's probably the best functioning part of Stellaris at the minute. Demiurge4 posted:Yeah genetic traits should be way more impactful and come with bonuses and penalties rolled into one. For example growth bonuses should be coupled with leader age penalties and vice versa. Strong should increase food consumption and so on. Make races more unique and interesting and don't give a poo poo about supposed balanced and optimal builds. Min maxing is for boring nerds.
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# ? Jan 15, 2018 11:13 |
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Wiz teasing hiring Marauders: https://twitter.com/Martin_Anward/status/952876012458729472
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# ? Jan 15, 2018 13:33 |
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Seems heavily racist against dothraki
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# ? Jan 15, 2018 13:43 |
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So how do the keepers of knowledge react when you do a synthetic awakening?
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# ? Jan 15, 2018 14:00 |
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This marauder thing seems odd if it's not a replacement for space pirates. Space pirates, as a class of space monster essentially, did have a nominal "leader" as a system boss fight (the galleon) but there was no organization beyond that.
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# ? Jan 15, 2018 14:32 |
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I'd like one order of Unhinged Screamers to go, please.
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# ? Jan 15, 2018 14:35 |
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GunnerJ posted:This marauder thing seems odd if it's not a replacement for space pirates. Space pirates, as a class of space monster essentially, did have a nominal "leader" as a system boss fight (the galleon) but there was no organization beyond that. The Galleon was just a fat ship in a random system that did nothing, though. I think this week's dev diary is about piracy, so we might learn more then.
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# ? Jan 15, 2018 14:35 |
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Aethernet posted:The Galleon was just a fat ship in a random system that did nothing, though. That's what I mean by "nominal."
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# ? Jan 15, 2018 14:37 |
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Demiurge4 posted:Seems heavily racist against dothraki
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# ? Jan 15, 2018 14:39 |
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Aethernet posted:The Galleon was just a fat ship in a random system that did nothing, though. I think this week's dev diary is about piracy, so we might learn more then. I hope it works like Wiz's Historically Accurate Pirates Mod for Europa Universallis 3.
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# ? Jan 15, 2018 14:51 |
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Leaders are really weird for a machine empire since they don't die. I feel compelled to hire and fire a bunch of scientists until I get the good ones like Spark of Genius.
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# ? Jan 15, 2018 15:03 |
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Yeah, you want 2 light bulbs, and then 3rd one can be whatever since you'll hire a curator for that spot soon.
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# ? Jan 15, 2018 15:07 |
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Beer4TheBeerGod posted:Leaders are really weird for a machine empire since they don't die. I feel compelled to hire and fire a bunch of scientists until I get the good ones like Spark of Genius. They can die, though. By accidents. Too rare accidents, if you ask me: In my last run I was playing a machine empire and during the three centuries I played, I lost like two leaders to accidents.
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# ? Jan 15, 2018 15:46 |
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Demiurge4 posted:Seems heavily racist against dothraki I think this is a joke, but it genuinely made me a bit uncomfortable reading the main body text because they are very clearly Mongolians in space.
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# ? Jan 15, 2018 16:10 |
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Fellblade posted:I think this is a joke, but it genuinely made me a bit uncomfortable reading the main body text because they are very clearly Mongolians in space. There's several different marauder personalities with different dialogue styles, not just the crazy ones.
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# ? Jan 15, 2018 16:22 |
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Wiz posted:There's several different marauder personalities with different dialogue styles, not just the crazy ones. It might be more appropriate for the 'crazy' one to instead be an alcoholic.
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# ? Jan 15, 2018 16:38 |
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Aethernet posted:It might be more appropriate for the 'crazy' one to instead be an alcoholic. I think it's ok if the crazy space nomads are just, in fact, crazy space nomads.
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# ? Jan 15, 2018 16:49 |
iits obvious "dwamaks" or w/e just meabs "not-us" it's their word for alien
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# ? Jan 15, 2018 16:50 |
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# ? May 27, 2024 02:55 |
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Wiz posted:I think it's ok if the crazy space nomads are just, in fact, crazy space nomads. Fine. Don't blame me when sales of Apocalypse in Ulaanbaator are terrible.
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# ? Jan 15, 2018 16:56 |