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Captain Oblivious posted:I think 2.0 is going to be a parting of ways for some people and Wiz knew that going in. Some things are shaky and are going to get refined, some things are not because they are a statement of purpose and direction and what kind of game Stellaris aspires to be. Much like with the fate of wormhole and warp, not everyone is gonna go home happy and that's okay even if it is unfortunate. Wiz and team got a lot of respect from me by doing what is good for the game and knowing how hard it would be to remove features for long term benefits.
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# ? Mar 1, 2018 21:01 |
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# ? May 23, 2024 12:51 |
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So apparently the enigmatic fortress is bugged, it just keeps respawning over and over after I kill it, and the popup that's supposed to start the event chain with projects you can complete doesn't actually give you anything to do. And it's engagement range is really big so my fleet is stuck in an endless cycle of trying to warp out, it wakes up, they move in to engage and kill it again, head back to the warp point, etc. Except that each time it wakes up it kills a couple of the ships in my all corvette fleet, so sooner or later it's going to destroy all 100. It already killed my admiral with this bullshit.
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# ? Mar 1, 2018 21:02 |
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Staltran posted:Yeah not letting you rival pathetic countries sucks with how many of the CBs are rival-only. Total war should work on any neighbor if you ask me, and you should be able to force ideology on anyone. Indeed, one of the benefits of being an immensely rich, powerful nation is supposed to be imposing your ideology on weak nations at will The current way it's set up just doesn't make sense to me. Baronjutter posted:Also I think my rivalry problem is that every empire outside of the couple fallen empires averages out to pathetic or inferior. It's not my fault the universe is filled with underdeveloped nations, but I still want to force ideology on them! The first time the Spiritualist FE declared war on me I chose to humiliate them because I wanted the Influence, figured I could impose ideology later (after all, being ascended synths with a colonized holy world basically means the spiritualist FE was always going to hate me). This turned out to be a big mistake because in every follow-up war they were, naturally, pathetic and no longer a valid target.
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# ? Mar 1, 2018 21:08 |
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Bedurndurn posted:Sort of. They randomly die surprisingly often and they also like to give themselves a negative trait that gives them -10000% experience gain. I really don't want to jinx myself, but my machine leaders tend to die 1-2 times across 1-2 centuries. This means I had entire games were literally 2 machine leaders died throughout the entire run. My mortal fleshbeasts in comparison tend to drop like flies all the time. Old age is a bitch. And by the way, all leaders can get that trait. It's been a bane of many of my games. Tons of leaders, all suddenly arresting their development.
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# ? Mar 1, 2018 21:09 |
metasynthetic posted:So apparently the enigmatic fortress is bugged, it just keeps respawning over and over after I kill it, and the popup that's supposed to start the event chain with projects you can complete doesn't actually give you anything to do. And it's engagement range is really big so my fleet is stuck in an endless cycle of trying to warp out, it wakes up, they move in to engage and kill it again, head back to the warp point, etc. Except that each time it wakes up it kills a couple of the ships in my all corvette fleet, so sooner or later it's going to destroy all 100. It already killed my admiral with this bullshit. Fixed in the beta patch, according to the notes.
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# ? Mar 1, 2018 21:12 |
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For folks having issues with the CB mechanics, someone has a mod out (though not compatible with the beta yet). There's also a War Weariness reduction mod .
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# ? Mar 1, 2018 21:14 |
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It took me way, way, way too long to realize you build construction and science ships at planets and not the shipyard.
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# ? Mar 1, 2018 21:15 |
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Halman posted:It took me way, way, way too long to realize you build construction and science ships at planets and not the shipyard. It also turns out that shipyards have a "defenses" tab, which I didn't figure out until I had expanded past reasonable chokepoints.
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# ? Mar 1, 2018 21:18 |
Think I found a bug. My tributary had a few planets rebel against them, which apparently counts as rebelling against me, so they got all my tech. I then diplo-vassalized one of the rebel states. I now get a +30% Technology Sharing (that's the domination finisher) bonus to Focusing Arrays VIII, Aggressive Conditioning IV, and Loader Efficiency VI. Changing to them from console shows that they at least don't have Focusing Arrays VIII yet. So apparently if one of your subjects gets a repeatable tech, you get the bonus to every level of that repeatable. Staltran fucked around with this message at 21:31 on Mar 1, 2018 |
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# ? Mar 1, 2018 21:25 |
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Weird thing regarding claims: other empires will dislike you for controlling systems they've laid claim to, even though claims are an offensive action and these are probably systems you've owned from the beginning. There also doesn't seem to be a mechanism to remove claims, even if you've crushed the holder in a war of subjugation, and they can even continue to make claims against you after they've bent the knee to your dominion. This creates situations where a disloyal vassal will steadily make claims to your systems, thus making themselves dislike you even more and preventing any kind of stabilization to your relationship. It also means that enemy claims are essentially a permanent relationship debuff.
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# ? Mar 1, 2018 21:27 |
metasynthetic posted:I'm way behind in the thread but I wanted to submit these guys for the latest generation of the goon race mod: I need a pastebin or similar of your user_empire_designs.txt to add it in.
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# ? Mar 1, 2018 21:28 |
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Voyager I posted:Weird thing regarding claims: other empires will dislike you for controlling systems they've laid claim to, even though claims are an offensive action and these are probably systems you've owned from the beginning. There also doesn't seem to be a mechanism to remove claims, even if you've crushed the holder in a war of subjugation, and they can even continue to make claims against you after they've bent the knee to your dominion. This creates situations where a disloyal vassal will steadily make claims to your systems, thus making themselves dislike you even more and preventing any kind of stabilization to your relationship. There certainly needs to be a way to force a vassal to revoke claims in your territory. Maybe it requires you to be Overwhelming compared to them or something, but it's something that needs to happen. I have a vassal who's -500 because of claims.
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# ? Mar 1, 2018 21:32 |
Admiral Joeslop posted:I need a pastebin or similar of your user_empire_designs.txt to add it in. Do you have an example so I can post a couple?
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# ? Mar 1, 2018 21:33 |
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Gyrotica posted:For folks having issues with the CB mechanics, someone has a mod out (though not compatible with the beta yet). This seems good and more akin to my game-design philosophy of letting everyone have access to most all options, just at different costs instead of a binary gate system. I know wiz and crew are much more down with the later, thinking it forces more interesting and different playstyles, but I much prefer the former. Let everyone theoretically use most of the mechanics and options, just have different costs/benefits that practically restrain your options but never outright eliminate them if you're willing to pay the price. Let that pacifist empire take that single system that would make their borders much more pretty and give them a huge defensive advantage, just make them pay like 5x influence costs on claims and let their faction punish them for it. Don't lock out features, price them out.
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# ? Mar 1, 2018 21:38 |
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Tormented posted:Wiz and team got a lot of respect from me by doing what is good for the game and knowing how hard it would be to remove features for long term benefits. Yeah, me too. Most game designers will just shove flashy features into their game, regardless of whether they make the game better or if the AI players have any idea how to use them. The only important thing is that they look good to the potential player and get them to buy the game. It must take quite a lot of courage as a game designer to go the exact opposite direction and say, "These features you like? They make the game worse, I'm taking them out".
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# ? Mar 1, 2018 21:44 |
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Magil Zeal posted:There certainly needs to be a way to force a vassal to revoke claims in your territory. Maybe it requires you to be Overwhelming compared to them or something, but it's something that needs to happen. I have a vassal who's -500 because of claims. I've been eating my vassals, then spitting them out and feeding them their own territory for a massive opinion boost. This resets their claims, your threat and any malus from having been fighting. It helps with the -50 (now -75!)% influence cost reduction tradition thingie. THE BAR fucked around with this message at 21:51 on Mar 1, 2018 |
# ? Mar 1, 2018 21:49 |
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Ham Sandwiches posted:There's this element of lameness to this stuff in paradox games I can never quite make my peace with. There feels like there's this resistance to letting the player 'break' any given mechanic, no matter how trivial. Standard playstyle is the usual level a leader -> have them gain xp -> have them die off. So an alternative playstyle is offered - all your leaders can be immortal! How cool! That's pretty heavily exaggerated, though. With the Synchronicity perk, you'll lose a single leader every 110 years on average. You're going to lose about three leaders total over the course of a game, five tops if you're unlucky or go for a couple other ascension trees first. And the Arrested Development trait is a standard leader trait that has existed since like 1.0 and only sucks extra hard on machine leaders because they're effectively immortal. Baronjutter posted:Vassals absolutely claim systems but I have no idea how that ends up working in a war. Vassals will trump their overlords if they have more claims on a system. It's kind of a pain if you're fighting a total war and the enemy takes over the system you were building a warp gate in, and it flips to your vassal because they planted a flag on it before you took it back. I wasn't going to integrate those space orcs, but they forced my hand.
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# ? Mar 1, 2018 21:52 |
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Dunno if it's been mentioned yet, but cripes do I regret doing the Enigmatic Fortress event. First I can't seem to get the initial two quests after defeating it, and after I finally do get them and complete it via the Black Hole path, the "Fortress: Repowering" event spams even though the thing's finally been gone. It just won't stop either! Like...I really wish I hadn't ironmanned this thing now so I could reload back to before finishing it.
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# ? Mar 1, 2018 21:53 |
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Gort posted:It must take quite a lot of courage as a game designer to go the exact opposite direction and say, "These features you like? They make the game worse, I'm taking them out". This chain of thought started from a post I made, so I feel I should make a point to say I don't feel like they removed any particular feature that I liked, per se. I'm fine with hyperlanes-only or whatever. It's just my primary problem with the game has not been addressed, and in fact, has been made worse, as a result of the various changes in this build. I'd like the game to be more active, and to have more things for the player to actively do, more than things that happen to the player, if that makes any sense. I understand part of it is that I'm a builder more than a destroyer, and certainly this update focused more on war than anything else. But it's like, I could never play a Fanatical Purifier. It just doesn't appeal to me on any level, because destroying for the sake of destroying is not why I play these games. If I'm declaring war, it's to claim more assets for my empire. THE BAR posted:I've been eating my vassals, then spitting them out and feeding them their own territory for a massive opinion boost. If I wasn't already feeling constantly Influence-starved I might give that a try.
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# ? Mar 1, 2018 21:54 |
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ConfusedUs posted:Fixed in the beta patch, according to the notes. Thank god. Admiral Joeslop posted:I need a pastebin or similar of your user_empire_designs.txt to add it in. My bad: https://pastebin.com/gLitqJWY
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# ? Mar 1, 2018 21:57 |
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Gort posted:"This is a good framework for a good space game to be built on later but it's not ready yet", then subscribe to the 2.0.2 beta and play it now. I'm probably gonna spend $20 (for Utopia) when I get home now. Don't let me down, Gort.
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# ? Mar 1, 2018 22:05 |
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Magil Zeal posted:This chain of thought started from a post I made, so I feel I should make a point to say I don't feel like they removed any particular feature that I liked, per se. I'm fine with hyperlanes-only or whatever. It's just my primary problem with the game has not been addressed, and in fact, has been made worse, as a result of the various changes in this build. I'd like the game to be more active, and to have more things for the player to actively do, more than things that happen to the player, if that makes any sense. Same, I just want to play a nice peaceful nation that does good in the galaxy, using force when needed. But outside of war and tile management there's just not a lot to do. I'd love more internal stuff to do. Like get rid of sectors and replace them with vassals of various levels of autonomy and give me lots of fun stuff to do with setting up how this system works. Give me more options for exerting "soft" pressure on other countries, let me demand a slaver stop slaving and get a CB against them if they say no. Let me demand that hive-mind release the race they just conquered and are genociding as a vassal instead of killing everyone, and if they say no give me a CB to get in there and win those poor folk independence. Let me fund slave revolts, let me fund pro-egalitarian or pro-whatever movements, let me fund rebels for conquered oppressed people. Sure the target of my work would get a CB from me, and authoritarians would get a lot of tools at their disposal to pretty much lock me out of influencing their country.
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# ? Mar 1, 2018 22:06 |
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Magil Zeal posted:If I wasn't already feeling constantly Influence-starved I might give that a try. Another reason why I'm having trouble letting go of my spiritualist/authority/militarist build. I should probably ditch militarist, but I need it for my crusader fetish.
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# ? Mar 1, 2018 22:16 |
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Trivia posted:I started a new game. Things were going swimmingly. Then I meet my neighbors, fanatical purifiers no less. "No problem." I think, surely I can beat them in a rush. just wait until they start mining it
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# ? Mar 1, 2018 22:19 |
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Jazerus posted:this is kind of a mischaracterization. from the very beginning, augustus had a fairly large household staff that doubled as, essentially, command staff for the empire as a whole, handling routine communications from governors and directing policy in the significant chunk of the empire that had non-senatorial governors because augustus owned it as personal property. he had a huge network of clients, both inherited from caesar and established himself, who carried out his will outside of formal channels, including some agents you could accurately describe as secret police, who watched the administrations of the provinces for unusual levels of corruption and hunted national security threats. i love the name / probably-origin of his pseudo-secret-police the frumentarii, or "dudes who collect wheat" because the Agriculture Guy develops a shitload of contacts
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# ? Mar 1, 2018 22:21 |
Admiral Joeslop posted:I need a pastebin or similar of your user_empire_designs.txt to add it in. Oh found out that's an actual file. Here is the Grand Extrasolar Indemnity Company. I wish I knew how to mod namelists so I could modify stuff like fleet design names. I love my "Accident Forgiveness-class" ships. https://pastebin.com/bADWtsfj
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# ? Mar 1, 2018 22:27 |
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Ham Sandwiches posted:There's this element of lameness to this stuff in paradox games I can never quite make my peace with. There feels like there's this resistance to letting the player 'break' any given mechanic, no matter how trivial. Standard playstyle is the usual level a leader -> have them gain xp -> have them die off. So an alternative playstyle is offered - all your leaders can be immortal! How cool! Well mortal leaders can also gain -1000% xp trait, why shouldnt machines? Not all of them get it, your lucky leader will live forever while organic will die.
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# ? Mar 1, 2018 22:28 |
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Any ETA for this patch? https://forum.paradoxplaza.com/forum/index.php?threads/warning-to-wide-players-unity-costs-are-now-multiplied.1073408/&sdpDevPosts=1
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# ? Mar 1, 2018 22:29 |
Javes posted:Any ETA for this patch? A beta patch with that fix is already available. Not sure about final release date.
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# ? Mar 1, 2018 22:30 |
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Anyone else seeing their fleet cap drop every time they load a save?
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# ? Mar 1, 2018 22:35 |
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Fighting the Contingency has taught me that gateways are rad as gently caress. The size of my empire and the scale of the threat meant that, in order to get reinforcements in any sort of sensible timeframe, in order not to stall out the advance, I had to build a gateway over every shipyard in the empire and at every forward base against the C. Now of course anyone can just drop their entire navy into my industrial heartland whenever they please, but it's also made my internal lines vanishingly short. New era for galactic travel indeed. (the war still took fifty years jesus gently caress)
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# ? Mar 1, 2018 22:37 |
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Jackie D posted:Anyone else seeing their fleet cap drop every time they load a save? Yes, but it goes back up after a few seconds.
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# ? Mar 1, 2018 22:39 |
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A couple of days ago I sat down with the intention of making a slaver race but instead made space Norwegian plant friends??
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# ? Mar 1, 2018 22:42 |
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So is fanatical purifier the best archetype if I just want to be a marauding conqueror?
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# ? Mar 1, 2018 22:46 |
Javes posted:So is fanatical purifier the best archetype if I just want to be a marauding conqueror? They're basically space Nazis out to kill everyone who isn't like them. They cannot engage in diplomacy, and everyone hates them. If you want to literally kill everyone else, FPs are for you. If you just want to be aggressive and bullying, Barbaric Despoilers are more up your alley, or anything Fanatic Millitarist.
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# ? Mar 1, 2018 22:50 |
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Autonomous Monster posted:Now of course anyone can just drop their entire navy into my industrial heartland whenever they please, but it's also made my internal lines vanishingly short. New era for galactic travel indeed. I'm pretty sure that people can't jump to one of your gateways if you don't have open borders to them (or are, say, at war)?
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# ? Mar 1, 2018 22:52 |
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Javes posted:So is fanatical purifier the best archetype if I just want to be a marauding conqueror? Do you want to lord it over the lesser races or just exterminate them? 2.0's got a new "Barbarian Despoiler" civic for when you want to be only 80% evil, or you could just pick Slaver Guilds/Feudal Society and be a dick about it.
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# ? Mar 1, 2018 22:52 |
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Before the beta: 218 months to next tradition pick. After the beta: instantly get seven picks and the time goes down to 12 months.
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# ? Mar 1, 2018 22:54 |
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Dallan Invictus posted:I'm pretty sure that people can't jump to one of your gateways if you don't have open borders to them (or are, say, at war)? Last I checked this was as yet unclear. You definitely can't use a wormhole if the other end is in the territory of actors you're in a pseudo-war with- Marauders, the crises, I tested that. But that's pretty weird/surprising behaviour if it's intended that way. I'm leaning towards it being a bug. Whether you can use them in a regular war is something I haven't tested yet.
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# ? Mar 1, 2018 22:56 |
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# ? May 23, 2024 12:51 |
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Intended is for wormholes to be open to anyone while gates are restricted under normal movement rules but people you're at war with can't use them. Wormholes were explicitly supposed to be usable in war.
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# ? Mar 1, 2018 22:58 |