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ZypherIM posted:If you're really worry about pirates you can find a 2-3 just energy system to leave unclaimed, then station a fleet nearby. Farm the pirates every 10 years for a small energy/mineral bonus, along with some xp for your ships and admiral. Yeah, that's the thing I don't quite get about people complaining about pirates. For my empire, there's like two systems they can possibly spawn in, it's pretty simple to put a crew quarters spacedock a few systems away and just park my fleets there when it's not war season. What else are your fleets doing when you're not at war? I mean I'm usually a peace/xenophile guy, but right now I'm doing authoritarian xenophobes and I'm still not at war so often that I don't need something for those fuckers to do during peacetime.
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# ? Mar 13, 2018 06:28 |
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# ? May 25, 2024 13:51 |
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Spanish Matlock posted:What else are your fleets doing when you're not at war? Redeploying. It takes forever now. ...also, being limited to one gateway building at a time is bullshit.
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# ? Mar 13, 2018 06:31 |
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Spanish Matlock posted:Yeah, that's the thing I don't quite get about people complaining about pirates. For my empire, there's like two systems they can possibly spawn in, it's pretty simple to put a crew quarters spacedock a few systems away and just park my fleets there when it's not war season. What else are your fleets doing when you're not at war? I mean I'm usually a peace/xenophile guy, but right now I'm doing authoritarian xenophobes and I'm still not at war so often that I don't need something for those fuckers to do during peacetime. The system you have described is neither fun nor engaging.
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# ? Mar 13, 2018 06:43 |
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Sedisp posted:The system you have described is neither fun nor engaging. I find it to be both, but again, I'm the guy who likes having pirates murder my stuff so I can rebuild to complete mandates, because intentionally deconstructing stations seems dumb to me, so maybe I'm not on the level of min/max optimized 400iq grand strategy play that I'd need to be on to see having something for my military to do as boring or not engaging.
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# ? Mar 13, 2018 06:48 |
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Baronjutter posted:So I finished the precursor chain, a rarity, but their ancient home world spawned right behind the xenophobic fallen empire. I spend the whole game waiting for jump drives but then realize science ships can't jump into unexplored systems. This makes me sad. You can if your sensors can go far enough to get you bare minimum intel on the place. Build the Sentry Array if you must
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# ? Mar 13, 2018 06:52 |
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I just got the most annoying fleet bug: two blank entries in the ship construction queue that made my fleet reinforce to two less than quota. And they couldn't be cancelled.
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# ? Mar 13, 2018 07:14 |
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GotLag posted:I just got the most annoying fleet bug: two blank entries in the ship construction queue that made my fleet reinforce to two less than quota. And they couldn't be cancelled. The fleet manager is a travesty. One of my fleets doesn't show up as a template, and the other one constantly wants to reinforce itself with its entire complement, so I have to manually rebuild ships for it anyway because the reinforce button will double its size every time and put me over the empire fleet cap and completely tank my production. Oh yeah, also when I did press the reinforce the first time (which is how I got my second fleet) it sent those reinforce orders to every shipyard in my empire and then those ships couldn't join the fleet they were supposed to be reinforcing because it was already at the individual fleet cap. The fleet manager needs a serious looking into.
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# ? Mar 13, 2018 07:40 |
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Are you playing the latest beta patch?
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# ? Mar 13, 2018 07:45 |
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Jabor posted:Are you playing the latest beta patch? I am not, did they fix it? Because that would be grand.
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# ? Mar 13, 2018 07:48 |
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Spanish Matlock posted:The fleet manager is a travesty. One of my fleets doesn't show up as a template, and the other one constantly wants to reinforce itself with its entire complement, so I have to manually rebuild ships for it anyway because the reinforce button will double its size every time and put me over the empire fleet cap and completely tank my production. Split some ships into a new fleet and remerge your fleet, that was fixing the "reinforce with its entire complement" for me. I think the "not showing up as a template" thing is from you over-reinforcing while the other bug is active. Try making a new fleet with like 1 ship, merge your un-templated fleet into it, adjust the numbers where you want them. I'm not sure if I'd describe the like 3 bugs as a travesty. They can be fairly significant but you can also work around them. I'd rather do that than rebuild my fleet in the old system any day. 1 click to re-up all my fleets? Yes please.
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# ? Mar 13, 2018 07:51 |
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Spanish Matlock posted:I am not, did they fix it? Because that would be grand. Yeah, lots of those 2.0 fleet manager bugs have been looked at. You could wait for them to put together a stable release if that's more your thing, but if you want them fixed now then the beta patch is where you want to be.
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# ? Mar 13, 2018 07:51 |
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Beta branch is pretty solid all together currently. Aside from some rebalancing (unity cost per system is 1% instead of 2%), most of the stuff is bug fixes or quality of life things.
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# ? Mar 13, 2018 07:53 |
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Jabor posted:Yeah, lots of those 2.0 fleet manager bugs have been looked at. I can hang with it for now, essentially it just disabled the reinforce button which is fine until they get the patch out for reals. Doing a big mp game at the end of the month. I'll probably suggest everyone opt in if they haven't dropped it by then.
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# ? Mar 13, 2018 07:54 |
Baronjutter posted:So I've been playing this game since release day but never really played around with species rights much and always assumed egalitarians got extremely fussy if you restricted anyone. Turns out RESIDENCY is super powerful. If you're running egalitarian but don't want to be xenophile but also don't want to genocide or enslave, residency is your friend. This is very good to know, thanks!
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# ? Mar 13, 2018 08:03 |
Spanish Matlock posted:The fleet manager is a travesty. One of my fleets doesn't show up as a template, and the other one constantly wants to reinforce itself with its entire complement, so I have to manually rebuild ships for it anyway because the reinforce button will double its size every time and put me over the empire fleet cap and completely tank my production. bugged templates can be fixed by creating a new template that can fit the old template inside of it plus an extra ship, reinforcing it from the fleet manager with just the extra ship, putting an admiral on the new fleet and de-admiraling the old fleet, then merge the two together. this will destroy the old template and leave you with a new template that is not bugged.
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# ? Mar 13, 2018 08:03 |
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You can also create a new template by just manually building a single ship, provided none of your existing fleets are in orbit around that shipyard. I've also found that manually designed ship models are a lot less prone to breaking the fleet manager, even when set to auto update they are still more reliable than the automatically generated ship designs.
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# ? Mar 13, 2018 08:11 |
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Hey why cant I upgrade this federation fleet? I'm driving it to the starbase but it doesnt do anything. Oh wait someone else is the president... wait what.
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# ? Mar 13, 2018 08:27 |
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Nemo2342 posted:Size does matter; you get the green number - 1 as a boost to your rep (so green 20 = +19 opinion). Good to know, that explains why all the 1-level gifts to that militant expansionist empire on my border last game weren't doing squat.
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# ? Mar 13, 2018 08:30 |
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Spanish Matlock posted:I find it to be both, but again, I'm the guy who likes having pirates murder my stuff so I can rebuild to complete mandates, because intentionally deconstructing stations seems dumb to me, so maybe I'm not on the level of min/max optimized 400iq grand strategy play that I'd need to be on to see having something for my military to do as boring or not engaging. Right click pirates, kill pirates right click station kill pirate station. Right click to build anything they destroyed. Legit I am glad you enjoy this but most people don't and I don't think it's confusing as to why.
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# ? Mar 13, 2018 08:52 |
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Sedisp posted:Right click pirates, kill pirates right click station kill pirate station. Right click to build anything they destroyed. I think someone posted the three moves ahead cast about this game, and they had a really good analogy, where you'll probably find fun in this kind of thing if you enjoy Dungeons and Dragons, because you're the kind of person who can project a story onto a game like Stellaris, and I think the interaction with pirates as they exist in the game is a good example of that. You see "right click kill pirate" I see a victory lap for the undefeated alpha swarm after their destruction of the god-loving scum of the Holy Barath Trinity.
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# ? Mar 13, 2018 09:05 |
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Spanish Matlock posted:I think someone posted the three moves ahead cast about this game, and they had a really good analogy, where you'll probably find fun in this kind of thing if you enjoy Dungeons and Dragons, because you're the kind of person who can project a story onto a game like Stellaris, and I think the interaction with pirates as they exist in the game is a good example of that. I usually do this but pirates just don't do it for me. I can only project different stories onto identical mechanics so many times I feel like having them ramp up warn you before the attack and have an understood attack corridor can accomplish make there gameplay interactive with the added bonus of being able to get the player in a mindset of the Marauder mechanic.
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# ? Mar 13, 2018 09:10 |
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Pirates are odd. On the one hand they appear from nowhere, strike without warning, and destroy about five stations. Then they... sit next to a pirate station with the firepower and survivability of a mining station, which you quickly show up and destroy for a reward of about one-fifth of the value of the stuff the pirates destroy. Maybe a better system would be if you got a bit more warning that a pirate raid was incoming, but that if you missed the raid they would just jump out of the system and disappear?
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# ? Mar 13, 2018 09:12 |
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Pirate stations could do with a bit more scaling. Be neat if by the time they spawned the galleon their base was starbase level with defence platform-esque mini-stations. I think early game pirates are working perfectly, but I can see the argument that they lack a certain something after the expansion phase. They're one of those mechanics that only really get meaty if you screw up. Adding in non-murder based interaction in the midgame could be neat. Like hiring them as privateers \/ my edit \/ Splicer fucked around with this message at 09:55 on Mar 13, 2018 |
# ? Mar 13, 2018 09:33 |
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Splicer posted:Pirate stations could do with a bit more scaling. Be neat if by the time they spawned the galleon their base was starbase level with defence platform-esque mini-stations. Honestly, I don't know what business my dudes have becoming pirates, we're militarist xenophobes. If you want to pillage and murder just join the army.
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# ? Mar 13, 2018 09:36 |
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Way up-thread I asked a question about how a force tribute war-goal would work against an empire my previously existing vassal had claims on. Turns out if you rack up enough war exhaustion to force a surrender any claimed systems will switch over to the new owner and you'll vassalize whatever rump state is left. Fortunately that's the result I was hoping for but I can see that mechanic being frustrating to players if there is no way to diplomatically force a vassal to renounce claims.
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# ? Mar 13, 2018 09:39 |
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Wrong thread.
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# ? Mar 13, 2018 09:52 |
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Spanish Matlock posted:Honestly, I don't know what business my dudes have becoming pirates, we're militarist xenophobes. If you want to pillage and murder just join the army. Stop skimping on the veteran's benefits is what I'm saying. Alternatively it's privateers/black ops from people who don't like you, which as militarist xenophobes should be everyone. Or they're ultra militarist super xenophobe patriots who are angry that you're letting those filthy blue dotted plants serve with proper god fearing red dotted plants.
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# ? Mar 13, 2018 09:52 |
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Spanish Matlock posted:Honestly, I don't know what business my dudes have becoming pirates, we're militarist xenophobes. If you want to pillage and murder just join the army. Maybe it's all the despicable peaceniks?
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# ? Mar 13, 2018 09:53 |
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Spanish Matlock posted:Honestly, I don't know what business my dudes have becoming pirates, we're militarist xenophobes. If you want to pillage and murder just join the army. Obviously they're even better xenophobes they hate even their own species.
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# ? Mar 13, 2018 10:15 |
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...pirates as a pseudo-faction depending on your empire ethics? secretly they suborn one of your outposts or starbases....
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# ? Mar 13, 2018 10:15 |
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TheDeadlyShoe posted:...pirates as a pseudo-faction depending on your empire ethics? Crushing rebellions to pass the time. Tarkin would be proud.
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# ? Mar 13, 2018 10:34 |
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If I start an empty galaxy run, can I force-resettle all the members of a faction to a new colony and then release it as a vassal to gradually populate the galaxy with disgruntled splinter groups?
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# ? Mar 13, 2018 10:34 |
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AtomikKrab posted:I upped my econ game one step further. I do that too, honestly. You can't use the fleet until a bit later generally and by then you can probably upgrade another base somewhere and make that into your shipyard. The trading hubs are really useful off the bat.
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# ? Mar 13, 2018 10:44 |
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Oh man allying with a genocidal warbot is great. Yeah sure I'd be happy to help your cleansing war, free planets and sectors!
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# ? Mar 13, 2018 10:50 |
Spanish Matlock posted:I find it to be both, but again, I'm the guy who likes having pirates murder my stuff so I can rebuild to complete mandates, because intentionally deconstructing stations seems dumb to me, so maybe I'm not on the level of min/max optimized 400iq grand strategy play that I'd need to be on to see having something for my military to do as boring or not engaging. Are you seriously saying you find "right click on pirate fleet, then shift-right click on pirate base, then press b once both are dead" engaging and not boring?
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# ? Mar 13, 2018 11:02 |
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Hot tip, if you as a player have to project a story onto a game mechanic in order to make it engaging, rather than the mechanic generating an event or sequence of events you can make into a story, the mechanic is bad. I have now said mechanic so many times it doesn't mean anything anymore. mechanic
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# ? Mar 13, 2018 11:18 |
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I just love seeing pirate ships. They're so junky and awful, fun to look at, especially the galleons. I also love seeing them blow up.
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# ? Mar 13, 2018 11:24 |
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I'm sure it'll turn out just fine.
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# ? Mar 13, 2018 11:32 |
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Synthbuttrange posted:
I love the idea that these guys think a Rogue Servitor faction is just a misunderstood automated luxury resort.
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# ? Mar 13, 2018 11:38 |
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# ? May 25, 2024 13:51 |
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I mean depending on how you choose to flavor your empire, they can be right.
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# ? Mar 13, 2018 12:00 |