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The ai distribution is pretty uneven. Looks like there's 12 empires in this galaxy. 7 of them are squashed around me into one third of the galaxy. The remaining 5 are spreading out fine because they're distributed evenly through the remaining galaxy.
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# ? Mar 6, 2018 06:58 |
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# ? May 24, 2024 22:08 |
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use the 'random' distribution map setting. also get the no clustered start mod.
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# ? Mar 6, 2018 07:01 |
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It was random. Just randomly bad for me and all the other jerks squashed in here. Thankfully the neighbours all hated one xenophobic slaver empire so they quickly joined up my fed and we freed all the slaves. Who promptly formed a military/imperialist faction in my empire. whoops.
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# ? Mar 6, 2018 07:03 |
appropriatemetaphor posted:What difficulty settings do you folks use? I usually do normal/aggressive, but am finding that after conquering the first empire there's not much of a challenge until the various crises pop up. I don't usually do advanced AI starts though. Should I just advanced start a load or pop it up to hard? max AIs, lots of advanced starts (but not too many - 25%-50% of the total AIs), high aggression, hard, with the AI mod I linked earlier. advanced starts are pretty important - in general, advanced start empires are going to be your major nemeses, as they are (usually) the ones who will grow big by eating chunks of other empires. a bunch of AIs at parity with each other are unlikely to fight and thus generate large enemies for you - they'll generally sit around until you start stirring things up, which is too late for them to beef up enough to oppose you.
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# ? Mar 6, 2018 07:44 |
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Gyshall posted:Life Seeded owns bones and fits my playstyle 100%, thanks wiz. Life Seeded + Venerable is a flippin nuts combo.
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# ? Mar 6, 2018 08:13 |
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Zane posted:high aggressive. I also jack up the number of ais because they simply don't expand fast enough. with max ais you are far more blocked in. default number of advance starts. I also play on hard difficulty but somewhat soften the ai bonuses in common/static_modifiers. with all of those changes the game is pretty challenging and fun up through mid-2300 which is a great improvement. Jazerus posted:max AIs, lots of advanced starts (but not too many - 25%-50% of the total AIs), high aggression, hard, with the AI mod I linked earlier. advanced starts are pretty important - in general, advanced start empires are going to be your major nemeses, as they are (usually) the ones who will grow big by eating chunks of other empires. a bunch of AIs at parity with each other are unlikely to fight and thus generate large enemies for you - they'll generally sit around until you start stirring things up, which is too late for them to beef up enough to oppose you. Cool went high/agressive with ~*~somewhere between~**~ 12 and 24 ais with ~6-12 advanced. Ran into 3 dudes already so either got close to 24 or they're all just near me. And dang the enigmatic fortress and a science nexus are both just a couple jumps away. Nexus had a ruined nexus this close before...
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# ? Mar 6, 2018 08:35 |
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The Machines Coexist mod is neat but has several annoying bugs (blank entries in the species rights menu, your organics start out as undesirables, genetic techs are broken and don't drop). So I'm remaking it from scratch. My question is, what the gently caress do I call a civic that lets you have organic pops, and starts you out with some? Think Rogue Servitor but without the mandatory fully-automated luxury gay space communism - instead of bio-trophies you get working pops and can set their living standards, migration controls, etc. The Machines Coexist mod calls it "AI Integration" but I think that name doesn't really describe it.
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# ? Mar 6, 2018 08:45 |
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Did I accidentally commit genocide by shielding a hive mind planet?
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# ? Mar 6, 2018 09:54 |
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This system will make a fine addition to the Imperium: It's fun to get lucky sometimes!
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# ? Mar 6, 2018 10:01 |
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Hoo boy got the "colossus cb" bug where the AI just spams you infinite messages. I don't even have a colossus! Had to get some mod to stop it...or well hopefully it stops it haven't tested it. So long iron man
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# ? Mar 6, 2018 10:25 |
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Soooo another ridiculous situation. After several decades into my newbie game, my democracy goes into several years where the leader would die, a new leader is elected only for them to die and so on because they were all drawn from my leader pool which were around the same advanced age now. This is ridiculous!
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# ? Mar 6, 2018 10:56 |
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Synthbuttrange posted:Soooo another ridiculous situation. After several decades into my newbie game, my democracy goes into several years where the leader would die, a new leader is elected only for them to die and so on because they were all drawn from my leader pool which were around the same advanced age now. This is ridiculous! Yeah, they should really randomise the leader ages at the start of the game to be a bit wider.
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# ? Mar 6, 2018 11:00 |
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Synthbuttrange posted:Soooo another ridiculous situation. After several decades into my newbie game, my democracy goes into several years where the leader would die, a new leader is elected only for them to die and so on because they were all drawn from my leader pool which were around the same advanced age now. This is ridiculous! Welcome to the 1980's Politbyro.
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# ? Mar 6, 2018 11:20 |
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GotLag posted:The Machines Coexist mod is neat but has several annoying bugs (blank entries in the species rights menu, your organics start out as undesirables, genetic techs are broken and don't drop). So I'm remaking it from scratch. wiegieman posted:Just build an even spread of labs. As long as you're generating a decent amount of roughly the same proportions of techpoints, you're fine.
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# ? Mar 6, 2018 12:06 |
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Anyone else having huge trouble with the contingency? I can kill their expansion fleets well enough but I can't get enough naval capacity to actually kill any of the fleets guarding the cpu planets. I tried getting my federation to help but they wont follow me into any of the actual systems.
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# ? Mar 6, 2018 12:11 |
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Baronjutter posted:Anyone know why nothing is really happening in my games? Did you apply the patch partway through a game? Because it's totally the same for me. The Great Khan didn't do anything and my Awakened Empire has expanded to a load of empty systems but just...sat there. The Great Khan suddenly satrapied a huge empire who they hadn't touched as well, as though the AI thinks it was attacking them. Overall really strange.
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# ? Mar 6, 2018 12:13 |
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I have Utopia and Leviathans, am I really missing out on anything by not buying the other DLC, or is it like Crusader Kings 2 where it just gives you more options for customizing your start? I'd like to get into this game, but I get weird with Paradox games where I feel like I need all the DLC.
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# ? Mar 6, 2018 12:20 |
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Synthetic Dawn is a CK2-style thing which lets you play one of a few kinds of machine empires. Technically you're also missing out on having them show up as NPC empires, but you're not missing a lot by waiting until you want to play that particular type of empire yourself. Apocalypse has some major features that are going to affect things no matter what type of empire you play - planet-busting superweapons are fun to play with for any empire, and the Marauder pirate empires (and their accompanying midgame crisis) have a fairly big impact on how the game plays out.
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# ? Mar 6, 2018 12:27 |
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Jabor posted:Synthetic Dawn is a CK2-style thing which lets you play one of a few kinds of machine empires. Technically you're also missing out on having them show up as NPC empires, but you're not missing a lot by waiting until you want to play that particular type of empire yourself. Ah, so those features aren't patched in unless you buy the expansion? That is what I was wondering. The CK comparison was like "you'll get the mechanics but not be able to play as X."
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# ? Mar 6, 2018 12:30 |
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Splicer posted:I tend to skip biolabs unless I'm going super geneticy. A military base + gene clinic/cyto revitalisation per planet + the odd alien pets or clone vats tends to keep society on par with the others. Did you forget to type something here?
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# ? Mar 6, 2018 12:56 |
3 DONG HORSE posted:That worked perfectly. Thanks! Hello, new phone wallpaper.
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# ? Mar 6, 2018 13:02 |
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Meridian posted:Ah, so those features aren't patched in unless you buy the expansion? That is what I was wondering. The CK comparison was like "you'll get the mechanics but not be able to play as X." Yea you have to have the expansions for them to appear at all. It's not like CK2 giving you the ability to play as already existing things. Since Stellaris hasn't got a set start like CK2 does it can't really work that way.
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# ? Mar 6, 2018 13:03 |
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Taear posted:Yea you have to have the expansions for them to appear at all. It's not like CK2 giving you the ability to play as already existing things. Thank you for letting me know. Will pick up the expansion when it goes on sale, my bag log is huge as it is.
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# ? Mar 6, 2018 13:07 |
Meridian posted:Thank you for letting me know. Will pick up the expansion when it goes on sale, my bag log is huge as it is. I imagine the bag is pretty huge as well, if it holds a log.
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# ? Mar 6, 2018 13:12 |
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Playing as the human colony civ (but a citizen republic) and I had a bunch of places blocked off by mining drones, including one of those sad little star systems that has only one hyperlane. So I built my fleet up a bit and went to clear the mining drones and uh we didn't make it very far at all, huh
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# ? Mar 6, 2018 13:17 |
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Admiral Joeslop posted:I imagine the bag is pretty huge as well, if it holds a log. It's full of alcohol and regret.
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# ? Mar 6, 2018 13:23 |
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I really wish collosi would fire faster. In the time it took me to charge up and get 50% into blowing up a prethoryn planet a fleet ran in under me and bombed it to 100% The cassus belli is good but I wish the toy itself was remotely practical, between it and megastructures it's like they don't want any of the super equipment to actually have real utility because Balance
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# ? Mar 6, 2018 13:51 |
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Lunchmeat Larry posted:I really wish collosi would fire faster. In the time it took me to charge up and get 50% into blowing up a prethoryn planet a fleet ran in under me and bombed it to 100% I got one level of Dyson sphere built before my alliance took over the entire galaxy and I won. Cool tech. Edit: also I found out that gateways are a two step build. That's loving insane. Game really needs to take a look at how many features have no bearing on the game portion of the game. Spanish Matlock fucked around with this message at 14:27 on Mar 6, 2018 |
# ? Mar 6, 2018 14:18 |
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GotLag posted:Did you forget to type something here?
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# ? Mar 6, 2018 14:31 |
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They really need to add advanced sensors to research so you can scan your systems again. Soooo much worthless space.
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# ? Mar 6, 2018 14:32 |
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I really want to like the game, but the scale needed to make the mid/late game interesting (having an absolute ton of stars and advanced AIs that you cower on the periphery of) also makes the game chug at the mid/late game. And yeah, by the time you get all your cool toys and can play around with them you find out they're half gimped and you've been peerless for the past 70 years either way.
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# ? Mar 6, 2018 14:48 |
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Zane posted:use the 'random' distribution map setting. also get the no clustered start mod. No, the opposite of this. Use clustered starts because it will spread everybody out appropriately. Random doesn't give a poo poo and will happily dump everybody into one corner.
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# ? Mar 6, 2018 14:53 |
New beta build:quote:################### canepazzo fucked around with this message at 15:20 on Mar 6, 2018 |
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# ? Mar 6, 2018 15:12 |
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GotLag posted:The Machines Coexist mod is neat but has several annoying bugs (blank entries in the species rights menu, your organics start out as undesirables, genetic techs are broken and don't drop). So I'm remaking it from scratch. Maybe just something like "AI Governence". I can't really think of a lot of media where robots/ai are the dominant government without being Skynet or the Matrix so I can't think of any neat references to make.
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# ? Mar 6, 2018 15:19 |
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Reducing Executive Vigour down to 50% was necessary, as it was way too good especially if you picked up Droning Optimisations early. Still a good perk though. By comparison, +4 starbases looks a bit weak, except for REALLY tall empires.
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# ? Mar 6, 2018 15:25 |
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Why +4 instead of say +8?
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# ? Mar 6, 2018 15:28 |
The starbase cap perk should probably increase the scaling from pops or something. Even if it's a flat bonus, +4 seems garbage to me as well. Also, executive vigor is still +100% for me?
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# ? Mar 6, 2018 15:33 |
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Lunchmeat Larry posted:I really wish collosi would fire faster. In the time it took me to charge up and get 50% into blowing up a prethoryn planet a fleet ran in under me and bombed it to 100% The charge time might be a bit too long but using a colossus on a prethoryn or contingency planet is a waste. They have really quick bombard times because that used to be the only way to get rid of them. Even with current charge time the colossus saves a huge amount of time on big planets compared to trying to bombard them.
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# ? Mar 6, 2018 15:44 |
I've never actually used a colossus before, do you get the genocide diplomacy penalties? Neutron sweeping enemy planets would be quite useful if not, assuming you haven't already done enough genocide to make everyone hate you.
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# ? Mar 6, 2018 15:49 |
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# ? May 24, 2024 22:08 |
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One day ascension perks will be cool and interesting. Until then, +4 starbases.
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# ? Mar 6, 2018 15:52 |