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Veryslightlymad posted:Ichthyoid Species Pack DLC when? My purchase of this hypothetical species pack is 100% dependent upon how much the shark-people look like Street Sharks.
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# ? Mar 14, 2018 09:49 |
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# ? May 25, 2024 12:16 |
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Splicer posted:Wiz please just copy/paste this bit of the mod over the Galactic Wonders and Terraforming code thanks. I dunno, I think the numbers are pretty good and it's a nice way to play a little more tall-ish. Also the flavour text is amusing.
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# ? Mar 14, 2018 09:59 |
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Jazerus posted:something that's not obvious: gulli's habitat modifiers on moons apply to habitats built over their planet If you really want to cheeze btw, build a habitat over a planet or a planet with a moon that has the Temporally Displaced modifier (the science one that adds 6/6/6 to space resource & research bonuses) It too gets a habitat bonus (+science) and after you have your habitat. Terraform that planet and colonize it. Double dipping the bonuses :P
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# ? Mar 14, 2018 10:13 |
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Veryslightlymad posted:Ichthyoid Species Pack DLC when? Where's my rock dudes!
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# ? Mar 14, 2018 10:13 |
I thought the In Limbo special project was supposed to work with Droids? Do you really need Synths to be able to settle them somewhere? I'm sure I've done it once with Droids.
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# ? Mar 14, 2018 10:30 |
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Milky Moor posted:I thought the In Limbo special project was supposed to work with Droids? Do you really need Synths to be able to settle them somewhere? I'm sure I've done it once with Droids. Worked with droids for me. Of course, I was spiritual xenophobe and had outlawed AI so they were instantly set to be purged, but it worked. When I did it with Synths instead they just vanished in the night, probably because they then understood what fate awaited them. Or my planets were full.
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# ? Mar 14, 2018 10:49 |
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GotLag posted:I dunno, I think the numbers are pretty good and it's a nice way to play a little more tall-ish.
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# ? Mar 14, 2018 11:00 |
AG3 posted:Worked with droids for me. Of course, I was spiritual xenophobe and had outlawed AI so they were instantly set to be purged, but it worked. When I did it with Synths instead they just vanished in the night, probably because they then understood what fate awaited them. Or my planets were full. I completed the porject with droids and it failed. I unlocked the project when I only had robots, though, so maybe that's the issue? It was disappointing because it's a neat rare event and my galaxy had no robot empires.
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# ? Mar 14, 2018 11:56 |
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Milky Moor posted:I completed the porject with droids and it failed. I unlocked the project when I only had robots, though, so maybe that's the issue? It was disappointing because it's a neat rare event and my galaxy had no robot empires. I got it before I even had robots, and just said "let's not risk it" when I researched robots. I tried it with droids and it worked, but they had fairly bad stats (and were being purged on top of that) so I reloaded and waited until I had synths, and then they just vanished on me.
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# ? Mar 14, 2018 12:12 |
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It's really annoying when you lose a system in a nebula so you lose sight of it and your fleet stops pursuing the fleet inside. Sometimes it takes me time to realise they've stopped!
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# ? Mar 14, 2018 12:22 |
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Taear posted:It's really annoying when you lose a system in a nebula so you lose sight of it and your fleet stops pursuing the fleet inside. Sometimes it takes me time to realise they've stopped! Yeah, if a fleet loses a target you should get some sort of notification.
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# ? Mar 14, 2018 12:33 |
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On the plus side this game I've noticed the AI actually changing their ships to fight mine - I was missile heavy and they lost a load of engagements then came back with point defence corvettes. I'm unsure if I've ever seen that level of adaptability before.
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# ? Mar 14, 2018 12:40 |
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Uuuuuuugh this is my first endgame and it's full of these two rear end in a top hat fallen empires chewing their way through my empire while I try squash their home bases. Bluhhghgh
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# ? Mar 14, 2018 12:45 |
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Spanish Matlock posted:More like dismantle slavery and establish a system of racially biased policing that puts people in for-profit prison where they pay off their debt to society by laboring for free. Isn't that what amalgamation and using pops as food is Milky Moor posted:I completed the porject with droids and it failed. I unlocked the project when I only had robots, though, so maybe that's the issue? It was disappointing because it's a neat rare event and my galaxy had no robot empires. Failing with droids is weird, it should work fine with them. The awoken are crazy good researchers too, and you can abuse expansion traditions to keep increasing your awoken pop 2 at a time. (they get +30% soc/phy/eng output, in addition to intelligent for +10/10/10) I also gotta say a level 11 machine intelligence leader is insanely good Sloober fucked around with this message at 13:06 on Mar 14, 2018 |
# ? Mar 14, 2018 12:58 |
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Roughly how long does a full game take to complete? I'm about 13 hours in and I've kind of hit a point to where I'm just expanding out on my side of the galaxy and blowing up pirate bases. Also I probably should restart since I really goofed up on a few areas during my first playthrough.
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# ? Mar 14, 2018 14:20 |
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Vargatron posted:Roughly how long does a full game take to complete? I'm about 13 hours in and I've kind of hit a point to where I'm just expanding out on my side of the galaxy and blowing up pirate bases.
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# ? Mar 14, 2018 14:25 |
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Okay that makes sense. I think I'm at 2286 or something like that. Just feeling kind of bored honestly, but I should probably increase the game speed a bit if that's the case.
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# ? Mar 14, 2018 14:27 |
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Vargatron posted:Okay that makes sense. I think I'm at 2286 or something like that. Just feeling kind of bored honestly, but I should probably increase the game speed a bit if that's the case. There's two settings in stellaris - fastest, and pause, if you dont have to pause to issue a bunch of time critical orders always be fastest E. Recent game the Khanate popped up, on the other side of the galaxy and i had a hostile AI between us, couldn't get to him until i got jump drives (did not want to fight a two front war), and when i had 3 fleets in the area "The khan was assassinated by one of his concubines" and so ends the khan uprising Sloober fucked around with this message at 14:38 on Mar 14, 2018 |
# ? Mar 14, 2018 14:31 |
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Vargatron posted:Okay that makes sense. I think I'm at 2286 or something like that. Just feeling kind of bored honestly, but I should probably increase the game speed a bit if that's the case. I personally play the game almost entirely on Fastest, though there is plenty of pausing when I want do something like design a ship and don't want to miss actions on the board.
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# ? Mar 14, 2018 14:31 |
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How am I supposed to deal with Crystalline Entities in early game? I threw some fleets at them and they chewed me up. Just leave them alone and come back later?
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# ? Mar 14, 2018 15:04 |
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Look at their ship details, I don't remember what they are off the top of my head but if you tech to counter them then you should beat them handily with a similar-power fleet. If their fleet strength is way bigger than what you can put together then yeah, just mark that system as a no-fly zone and come back later.
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# ? Mar 14, 2018 15:10 |
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Hungry posted:How am I supposed to deal with Crystalline Entities in early game? I threw some fleets at them and they chewed me up. Just leave them alone and come back later? they're mostly hull so use that knowledge their shard guns also do extra damage to hull, so use that knowledge (use plasma or lasers (or missiles), and defend with armor or shields) Sloober fucked around with this message at 15:20 on Mar 14, 2018 |
# ? Mar 14, 2018 15:15 |
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I'm loving how much more forgiving the early game is of military fuckups now. I fired a bunch of corvettes at too big a pirate swarm and yeah, it hurt, but it was very much a lesson learned over the complete fleet wipe it would have been pre-2.0.
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# ? Mar 14, 2018 15:16 |
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Trying my hand at a vassal-focused playthrough for the first time. Am I right in thinking there's no real point in force-vassalizing other empires as opposed to catch-and-release? I mean, they'll resent me forever and constantly threaten rebellion anyway, while created vassals are nice and docile while providing basically the same benefits. Plus I can comfortably conquer territory and feed created vassals piecemeal instead of being forced into a hellwar. Am I missing something?
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# ? Mar 14, 2018 15:27 |
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My two neighbours in my most recent assimilator game have both had their homeworlds rebel and become independent nations. Absolutely bizzare.
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# ? Mar 14, 2018 15:28 |
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Taear posted:My two neighbours in my most recent assimilator game have both had their homeworlds rebel and become independent nations. I think that tends to happen if the empire's species are Deviants. Are they?
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# ? Mar 14, 2018 15:32 |
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Guildencrantz posted:I think that tends to happen if the empire's species are Deviants. Are they? One was. They had a war with each other and it happened.
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# ? Mar 14, 2018 15:42 |
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Taear posted:My two neighbours in my most recent assimilator game have both had their homeworlds rebel and become independent nations.
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# ? Mar 14, 2018 15:48 |
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Guildencrantz posted:Trying my hand at a vassal-focused playthrough for the first time. Am I right in thinking there's no real point in force-vassalizing other empires as opposed to catch-and-release? How much influence does it cost to catch-and-release instead of force-vassalizing?
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# ? Mar 14, 2018 16:06 |
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Guildencrantz posted:Trying my hand at a vassal-focused playthrough for the first time. Am I right in thinking there's no real point in force-vassalizing other empires as opposed to catch-and-release? I mean, they'll resent me forever and constantly threaten rebellion anyway, while created vassals are nice and docile while providing basically the same benefits. Plus I can comfortably conquer territory and feed created vassals piecemeal instead of being forced into a hellwar. Am I missing something? Catch and release takes influence on claims, while the vassalize CB doesn't cost you influence (though it's pretty hard to actually enforce if they have an ally). In any case most of the time you force-vassalize, yes, your vassal will hate you forever due to claims but I'm not sure how often "threatening rebellion" is relevant. If you're strong enough to take them over via a vassalize CB you probably aren't worried about disloyal vassals. Basically, I'd say the influence cost is the most relevant thing.
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# ? Mar 14, 2018 16:08 |
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Splicer posted:That happened to me in my first 2.0 game because I fell into a starvation cycle. Their homeworlds becoming independent put them both into that, where they had almost empty planets outside of their main one. It was an interesting sight.
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# ? Mar 14, 2018 16:09 |
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Torpedoes are so loving good.
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# ? Mar 14, 2018 17:13 |
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Okay, I've got an empire near me where all their stations are just 1 power, their planets are full of people but no buildings (not their homeworld) and again random places have declared independence. They're conformists though! I wonder what has happened? The only empire that isn't "pathetic" is a devouring horde near me and it's 2360!
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# ? Mar 14, 2018 18:26 |
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Excited for the patch so I can get back to playing again.
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# ? Mar 14, 2018 18:36 |
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That sounds like they've run out of energy and maybe at some point began suffering a severe deficit of minerals (due to maintenance) so they can't afford to correct it. The AI seems to have really strange priorities sometimes and can get itself stuck in a downward spiral if things don't go exactly according to plan. Do you know if they lost any planets previously? Or had to pay an overlord? Most often I see this with food and that may be how all this got started - starving pops didn't produce any energy so they went bankrupt. And with no minerals being collected their fleet drove them I to the ground so they can't build farms or power plants.
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# ? Mar 14, 2018 18:36 |
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Psychotic Weasel posted:That sounds like they've run out of energy and maybe at some point began suffering a severe deficit of minerals (due to maintenance) so they can't afford to correct it. Well I would have said no they didn't have an overlord but many planets had a "freed!" modifier on them, even though nothing had taken them. So perhaps they did or the game felt they did? It seems weird that four whole civs have had it happen in the game though! When I make a sector from the conquered areas they're all super low on energy so it must be that. Taear fucked around with this message at 18:46 on Mar 14, 2018 |
# ? Mar 14, 2018 18:42 |
Taear posted:Okay, I've got an empire near me where all their stations are just 1 power, their planets are full of people but no buildings (not their homeworld) and again random places have declared independence. They're conformists though! it's starvation if the AI has a food deficit they basically end up in stasis. if you notice that an empire is stagnating, gift them some food
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# ? Mar 14, 2018 18:51 |
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I think it would be OK if the AI got no penalties for running out of food/minerals/energy.
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# ? Mar 14, 2018 18:59 |
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Splicer posted:I think it would be OK if the AI got no penalties for running out of food/minerals/energy. The Civil wars are fun doh, seeing AI empires break into tens of smaller one system states
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# ? Mar 14, 2018 19:05 |
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# ? May 25, 2024 12:16 |
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Taear posted:Well I would have said no they didn't have an overlord but many planets had a "freed!" modifier on them, even though nothing had taken them. So perhaps they did or the game felt they did? It seems weird that four whole civs have had it happen in the game though! Yeah, sounds like they got themselves locked in a death spiral and the AI doesn't know what to do to recover. If you want their territory now's the time to grab ot. Or if you prefer a buffer give them excess food to see if they're able to recover themselves. With the territory so broken up and running a constant deficit of minerals/energy the AI may not know what to prioritize and just waste it on rebuilding a fleet it can't afford.
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# ? Mar 14, 2018 19:05 |