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Psychotic Weasel posted:Would it really be? It's not like there was a difference between the groups - all of them gave you the same information and same bonus to research if you hired them. Same with the artists. I think I just don't quite understand the change. "Into a single country" as in each individual trader enclave station now fulfills the roles of all 3 types, or all the individual trader enclave stations on the map have been consolidated into one unified country/diplomacy contact with one set of relationships? So if a station is destroyed it won't actually change anything unless all of them are destroyed?
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# ? Feb 15, 2018 18:26 |
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# ? May 27, 2024 02:46 |
Baronjutter posted:I think I just don't quite understand the change. "Into a single country" as in each individual trader enclave station now fulfills the roles of all 3 types, or all the individual trader enclave stations on the map have been consolidated into one unified country/diplomacy contact with one set of relationships? So if a station is destroyed it won't actually change anything unless all of them are destroyed? My guess is the latter. One unified diplomacy contact with a singular set of relationships, shared between all enclaves.
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# ? Feb 15, 2018 18:30 |
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Baronjutter posted:I think I just don't quite understand the change. "Into a single country" as in each individual trader enclave station now fulfills the roles of all 3 types, or all the individual trader enclave stations on the map have been consolidated into one unified country/diplomacy contact with one set of relationships? So if a station is destroyed it won't actually change anything unless all of them are destroyed? One curator with up to 3 stations. Traders have not been changed.
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# ? Feb 15, 2018 18:33 |
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Wiz posted:One curator with up to 3 stations. That's what I interpreted it as, too - the curator (science) guys had been merged into one. Glad they can still have multiple stations though so you aren't immediately screwed if you lose one to a freak roaming monster or xenophobic dicks. Now, if only you could help destroyed stations reestablish themselves...
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# ? Feb 15, 2018 18:37 |
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Psychotic Weasel posted:That's what I interpreted it as, too - the curator (science) guys had been merged into one. Glad they can still have multiple stations though so you aren't immediately screwed if you lose one to a freak roaming monster or xenophobic dicks. Yeah I'd love a mechanic like this. Just pay the cost of a station, you get a bit relationship bonus and they get a new station within your borders where you can protect them. Actually a whole Hansa trade post system where you get an economic bonus would be neet too but that would be part of a whole economic/trade focused DLC. But man, playing something like a merchant republic in Stellaris would be fun.
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# ? Feb 15, 2018 18:39 |
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Would it be too unbalanced to make Determined Exterminators (and possibly devouring swarm) have no fleet cap? It would be appropriate since they're swarms of killer aliens. Every time I tried a Determined Exterminator campaign the cost to build pops felt like such a significant penalty and I'd eventually be destroyed by some larger empire that expanded way faster than I could. I'll try it again with the Cherryh changes and see if their civics are more useful, but I don't know how it's going to be. Maybe the defensive situations will allow Exterminators to last longer.
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# ? Feb 15, 2018 18:54 |
https://www.youtube.com/watch?v=q-wTKKod0rQ this is good Very mass-effect-y
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# ? Feb 15, 2018 19:01 |
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quote:* Only science ships staffed by scientists can now enter systems that you completely lack intel on (stops 'corvette exploration') Honestly, this is my favorite change out of the entire patch. It was super annoying "having" to spend the first few minutes of the game paused to scout out the surrounding area with split corvette fleets. Also this makes discovery way better as a first tradition pick (at least for the survey speed/survivability upgrades). With all of these new changes, it sounds like it'll be possible to park a fleet on a chokepoint outside of your borders and prevent any empires from getting any intel on your systems (at least until big sensors are researched). Sounds like a crazy fun inward perfection setup
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# ? Feb 15, 2018 19:04 |
Eh, even if you don't go Discovery early you can just give a fresh recruit a science ship and have him face check systems while your experienced, valuable scientists follow behind and survey the systems. e. Also if they have established communications with you they get all of your survey data.
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# ? Feb 15, 2018 19:15 |
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Staltran posted:e. Also if they have established communications with you they get all of your survey data. It would be interesting if you could set an internal information restriction for your empire that would change what and how much other nations could learn from your communications.
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# ? Feb 15, 2018 19:24 |
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quote:* No longer possible to trade star charts with other empires, instead you can trade for communications I assume this means you have to trade or accept some level of communications with other empires before you just gain all of their sensor data. Otherwise it's like oh hey I found you and thanks for instantly giving me all of your system survey data.
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# ? Feb 15, 2018 19:25 |
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Omniblivion posted:I assume this means you have to trade or accept some level of communications with other empires before you just gain all of their sensor data. Otherwise it's like oh hey I found you and thanks for instantly giving me all of your system survey data. I actually think it's this now, and trading com channels is just brokering contact with people you know but they don't.
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# ? Feb 15, 2018 19:27 |
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* Weapons can deal additional (or reduced) damage to hull points, armor and shields. Damage is first applied to shields, then armor and lastly hull. Ahhhhhhh fuuuck yes this is going to radically change modding possibilities. If you combine the Nihilistic Acquisition and Barbaric Despoilers, do you get more powerful raiding or is it just redundant?
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# ? Feb 15, 2018 19:38 |
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Ms Adequate posted:If you combine the Nihilistic Acquisition and Barbaric Despoilers, do you get more powerful raiding or is it just redundant? quote:Barbaric Despoilers: This civic unlocks immediate use of the raiding stance and a special Despoilation casus belli that allows you to declare war on any neighbor to seize their pops and resources. It requires a combination of Militarist and either Xenophobe or Authoritarian, and is not available to Xenophiles. Empires with this civic cannot take the Nihilistic Acquisition perk (as it would do nothing for them) and also cannot form Defensive Pacts or join Federations. Similar to Inwards Perfection and Purifiers, they get the Adaptability tradition tree instead of Diplomacy. They also get mild to moderate opinion penalties with certain ethics, such as Pacifists.
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# ? Feb 15, 2018 19:47 |
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quote:* You now automatically have survey data on most systems owned by empires you have communications with. Certain empires, such as Fallen Empires, will not share survey data rip
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# ? Feb 15, 2018 19:53 |
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quote:* Pirates can now spawn in any unowned system near your borders. Pirate spawns keep getting stronger as the game goes on. Pirates will raid systems to destroy mining and research stations It seems like pirate spawns were changed back to their first new implementation. quote:* Commissar Squads attachment now requires Centralized Command instead of Will to Power Are attachments NOT removed, then?
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# ? Feb 15, 2018 20:03 |
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* Leaders now cost 200 energy to hire instead of 50 influence Not a fan. I guess they had to remove them from influence to balance the early game but the whole point of having leaders on influence is that its a resource that always matters. ah well quote:* Science, Construction, Transport and Colony Ships are no longer designable, but rather has a fixed cost and are auto-updated with the latest components quote:* Shield Capacitors now increase shield hit points by +10% instead of increasing shield regen probably more balanced, but less interesting... ah well~ TheDeadlyShoe fucked around with this message at 20:32 on Feb 15, 2018 |
# ? Feb 15, 2018 20:23 |
TheDeadlyShoe posted:* Leaders now cost 200 energy to hire instead of 50 influence Influence is used for a LOT more stuff now, like laying claim to systems.
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# ? Feb 15, 2018 20:36 |
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https://twitter.com/StellarisGame/status/964219718910562309
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# ? Feb 15, 2018 20:39 |
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I'm a bit sad Wiz didn't make a feature overview video like previously. I miss the wiz-stare.
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# ? Feb 15, 2018 20:44 |
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quote:* Fertile trait now also increases unity output by 10% and other species happiness by 5%
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# ? Feb 15, 2018 20:46 |
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Should require fanatic xenophilia imo.
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# ? Feb 15, 2018 20:50 |
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TheDeadlyShoe posted:probably more balanced, but less interesting... ah well~ At least now I have a reason to use some of the other possible poo poo you could put into that slot!
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# ? Feb 15, 2018 20:51 |
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Pigbuster posted:Are attachments NOT removed, then?
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# ? Feb 15, 2018 21:05 |
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This patch seems real good. Dunno if I should start a new Stellaris game when this patch hits or wait for the HOI4 patch as both are really intriguing to me.
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# ? Feb 15, 2018 21:12 |
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Ah, thank you for the quick reply! Sindai posted:Probably leftover from a very early change that didn't get edited out of the notes later. My assumption had been that they were folding the existing attachment stuff into new and/or adjusted techs that give passive army bonuses? Fake e; Dev diary 99 says quote:The technologies that previously unlocked attachments will be changed to give other effects, such as direct buffs to certain army types. So it was more than just assumption! Anyway my point is when I read that patch note I figured they were talking about passive buffs unlocked this way.
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# ? Feb 15, 2018 21:22 |
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I'm starting to really lose track of what "unity" is supposed to represent.
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# ? Feb 15, 2018 21:22 |
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Looking forward to my admiral getting "alien lover" as a trait where they get random negative diplomatic event popups due to them performing unity rituals with misc. aliens
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# ? Feb 15, 2018 21:32 |
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GunnerJ posted:I'm starting to really lose track of what "unity" is supposed to represent. Buttstuff.
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# ? Feb 15, 2018 22:20 |
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Also, every other society out there is made up of creepy pervs who like to watch.
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# ? Feb 15, 2018 22:28 |
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Omniblivion posted:Honestly, this is my favorite change out of the entire patch. It was super annoying "having" to spend the first few minutes of the game paused to scout out the surrounding area with split corvette fleets. Also this makes discovery way better as a first tradition pick (at least for the survey speed/survivability upgrades). Psychotic Weasel posted:Also, every other society out there is made up of creepy pervs who like to watch. "Hey Maud! Come quick! Gribnara's rubbing her faceflaps all over Mr Gribnar's torso! Ahahahahahah! What is it, her birthday?" (later, at the Gribnaras') "Blorg's tentacles Gribnara, according to this documentary they put evacuation tentacles into each other's feeding orifices! For fun! Gruffnuffnuffnuffnuff"
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# ? Feb 15, 2018 22:49 |
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I wonder how the new strikecraft work. Is the priority PD? Anti-Strikecraft? Bombing the biggest target possible?
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# ? Feb 15, 2018 23:13 |
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It's just nice to know that humans aren't the most disgusting species out there for once e; one....more....week....
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# ? Feb 15, 2018 23:28 |
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3 DONG HORSE posted:e; one....more....week....
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# ? Feb 16, 2018 00:04 |
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Those patch notes are like porn.
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# ? Feb 16, 2018 01:14 |
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I come from Reddit bearing news of a truly incredible bug. https://www.reddit.com/r/Stellaris/comments/7xk1n2/fun_little_ironman_bug/ When you get a Special Project that requires a science ship, get a science ship to start working on it, then zoom out to Galaxy view, select that ship, click on the 'Research Special Project' button in the ship's infobox, then double-click on the orange ! box representing the project on the galaxy map. For some reason, not only does this insta-finish the project on the next day, it also resets it at the same time, so you can repeat this until you get bored and keep stacking up whatever the reward is. Basically if you can get something like Alien Mural and keep repeating the completion, you'll be able to stack up absurd numbers for your research stations to learn from. It's 2214 and I'll have Stormfire Autocannons in two months. Obviously this breaks the game hideously but hey, as long as it's SP, do whatever. (Oh god what if this works in MP )
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# ? Feb 16, 2018 02:20 |
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Ms Adequate posted:I come from Reddit bearing news of a truly incredible bug. The linked screenshot sure is something. 1k+ minerals on a single planet is kind of crazy, and I guess you can get that for research / energy too.
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# ? Feb 16, 2018 03:19 |
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Gonna be spending a whole bunch of time setting up a bunch of custom empires to populate my game with once this patch and DLC comes along next week. Always enjoy doing that, especially going for some of the less common AI personalities to get some variety set up.
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# ? Feb 16, 2018 03:20 |
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Share them when you're done! Is it Thursday day? No, no, next Thursday!
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# ? Feb 16, 2018 03:22 |
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# ? May 27, 2024 02:46 |
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From the patch notes:quote:Only science ships staffed by scientists can now enter systems that you completely lack intel on (stops 'corvette exploration') The rest of the changes are orgasmic, but I feel like this will really slow the game down and limit your options early on. Anyway, anyone interested in a goon game on Saturday?
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# ? Feb 16, 2018 04:16 |