Veryslightlymad posted:Trying my first machine empire game, and holy hell, this seems busted. I mean, I guess I have to build my pops manually, but... uh... in addition to what's been said, spiritualist empires loving loathe machine empires (double for assimilators) and if you border one early it's really annoying cock hero flux posted:war exhaustion the reason they're backing off from the soft cap is due to multiplayer; the issue you run into is players in a losing war spitefully refusing all peace demands once both sides are at 100% war exhaustion in order to gently caress over the aggressor's economy so that other people can kill them
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# ? Mar 16, 2018 06:24 |
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# ? May 25, 2024 14:19 |
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Well, I found a kind of lovely new thing in the beta branch, Xenophobe FE's will get pissed at you if you control a wormhole connected to them because it counts as borders even if you can't use wormholes or see where they go.
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# ? Mar 16, 2018 06:27 |
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imweasel09 posted:Well, I found a kind of lovely new thing in the beta branch, Xenophobe FE's will get pissed at you if you control a wormhole connected to them because it counts as borders even if you can't use wormholes or see where they go. DS9.txt
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# ? Mar 16, 2018 06:29 |
the only solution right now for the AI is to use glavius's AI mod and the enhanced AI mod. together they ensure that the AI builds (somewhat) sensibly, goes to war fairly often, and doesn't end up in an economic death spiral. it's also a good idea to pause every fifty years, tag-switch to all of the AIs (they're numbered sequentially, just enter tag 1, tag 2, etc. into the console; the player empire is tag 0), and look for glaring economic deficits such as starvation or energy shortage. cheat them a one-time infusion of food or energy and they'll probably be able to get going again. this is especially important if you have any mods, such as trait mods, that change the economic balance from a normal state in any way. don't unpause before tagging back to your empire though.
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# ? Mar 16, 2018 06:29 |
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Jazerus posted:the only solution right now for the AI is to use glavius's AI mod and the enhanced AI mod. together they ensure that the AI builds (somewhat) sensibly, goes to war fairly often, and doesn't end up in an economic death spiral. Must like they gave up on the sector AI and gave players direct control when ever they need to fix that poo poo, they should just do the same thing with the AI empires in the game. Just make the player play all the empires rather than admit the tile system as implemented was a mistake.
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# ? Mar 16, 2018 06:34 |
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Okay one of the mods I forgot to turn off was what was loving with the AI resource multiplier. Excited to try the new difficulty again.
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# ? Mar 16, 2018 06:57 |
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Honestly the biggest AI bugbear I have currently is just how long they sometimes leave systems unclaimed. I suspect they sometimes note that a system is hostile and then just avoid it forever. You can best observe this on those Youtube observer mode vids. Seems to affect crises most of all; they'll do a great job right at their arrival but once anyone manages to give a bloody nose it goes right to hell, fleets will carve their territory up, and they'll never put it back together properly even if they otherwise regain momentum.
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# ? Mar 16, 2018 07:31 |
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The scaling difficulty is bugged and works the opposite of what's intended. It starts at 50% bonuses to everything and gradually ticks down to nothing.
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# ? Mar 16, 2018 08:56 |
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Ham Sandwiches posted:Lol the quest to go ever further to find any corner where people are having secret, forbidden thoughts like complaining about stuff they shouldn't, just to endlessly parade it in front of people as if it's representative
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# ? Mar 16, 2018 09:20 |
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This is the opposite of a good start.
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# ? Mar 16, 2018 09:32 |
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Whoa. The whole Loop/Worm storyline is a wild fuckin' ride.
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# ? Mar 16, 2018 09:33 |
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Guildencrantz posted:The scaling difficulty is bugged and works the opposite of what's intended. It starts at 50% bonuses to everything and gradually ticks down to nothing. And here I wondered why almost everybody very quickly went superior to overwhelming vs me until I overtook them by 2280. e: assuming what you say is true. Trogdos! fucked around with this message at 09:45 on Mar 16, 2018 |
# ? Mar 16, 2018 09:41 |
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You could preemptively declare a containment war, take the station one jump ahead of you, and fortify the crap out of it before the machines can send the fleet back! And yeah, the Worm in Waiting is an amazing piece of content. Alexis Kennedy's next game comes out in a few month, and I really hope Paradox does another collaboration with him once he's free. More of his writing style mixed in with Stellaris' ancient and cycle-ridden galaxy can only be a good thing.
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# ? Mar 16, 2018 09:41 |
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Synthbuttrange posted:
At least it's incredibly apt how the color scheme and shape makes it look like a turd.
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# ? Mar 16, 2018 09:42 |
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Synthbuttrange posted:
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# ? Mar 16, 2018 09:47 |
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Cant, closed borders. Also im fanatic pacifist hahaw.
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# ? Mar 16, 2018 09:49 |
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What does a fanatic pacifist even do in this game I guess explore, expand into empty space, then what, wait for the crisis?
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# ? Mar 16, 2018 09:55 |
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Synthbuttrange posted:Cant, closed borders. Also im fanatic pacifist hahaw.
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# ? Mar 16, 2018 09:55 |
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Or just keep insulting their tiny dicks once a month until they attack you.
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# ? Mar 16, 2018 10:19 |
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OwlFancier posted:Or just keep insulting their tiny dicks once a month until they attack you. ^That's the pacifist super move right there. Just gear up as hard as possible for a fight and then tell them what they can put in their cloaca.
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# ? Mar 16, 2018 10:29 |
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They're Fanatic Purifiers, their opinion of me is already below -1000. I guess I could wait a little bit and try build up my fleet while waiting for them to attack.
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# ? Mar 16, 2018 10:36 |
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Synthbuttrange posted:They're Fanatic Purifiers, their opinion of me is already below -1000. I think insulting them will still make them more likely to attack you.
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# ? Mar 16, 2018 10:37 |
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Gort posted:What does a fanatic pacifist even do in this game loving nothing, because there are no individual mechanics assigned to pacifism that would make playing as them interesting.
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# ? Mar 16, 2018 10:45 |
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The Deleter posted:loving nothing, because there are no individual mechanics assigned to pacifism that would make playing as them interesting. My first 2.0 game was xenophile pacifist, and the interesting mechanic I found was having my dudes migrate to every other empire and slowly turn the entire galaxy pacifist.
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# ? Mar 16, 2018 10:47 |
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The Deleter posted:loving nothing, because there are no individual mechanics assigned to pacifism that would make playing as them interesting. Big Stick is the name of your colossus.
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# ? Mar 16, 2018 10:50 |
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Critical gameplay issue: I conquered a system with a planet in it and because it's got a settled planet I can't delete the ugly plantoid station and replace it with a beautiful sleek molluscoid starbase.
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# ? Mar 16, 2018 11:09 |
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Spanish Matlock posted:My first 2.0 game was xenophile pacifist, and the interesting mechanic I found was having my dudes migrate to every other empire and slowly turn the entire galaxy pacifist. I mean sure, but that's not an immediate and exciting mechanic that's fun to tinker with, like authoritarian slavery or the various robot forms. One of the ways I think Stellaris is weak is that a lot of the AI aliens I come across don't really have an identity because no matter what their civics or ethics choices are, they basically all do the same mechanical things as I do except more incompetently, so I just end up judging them by their fleet strength and by if they hate me or not. I'm kind of just surrounded by a blob of jerks that I'm sizing up.
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# ? Mar 16, 2018 11:49 |
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Been continuing my original 2.0 game with the beta patch and I just have to keep complimenting the revisions. The newer war and combat mechanics continue to be nothing short of fantastic. Was about to turn off the game when the Prethoryn showed up for the first time in one of my games (it's been all Unbidden all the time until now) and I've been hooked for two hours playing out the war. I was running away with the game before the scourge showed up, but I'm not sure how this final war is going to turn out. Plus it might not actually be the final war because the Xenophile FE woke up to fight the Prethoryn, and there's a Xenophobe FE in the game. War in Heaven seems likely if we survive the scourge. The galaxy's politics are pretty cool too. There's one big aggressive federation on one side of the galaxy that's been in repeated wars with a big devouring swarm for the whole game. There's also a second big federation that formed peacefully and kept gathering allies after I won a couple of wars. Because I'm playing fanatic purifiers, I couquered and exterminated a couple of neighbors outright - causing a huge burst of threat that caused all my neighbors to jump directly into the peaceful defensive federation. Which then declared a containment war on me. I won that war too, but it was touch and go and I didn't have time to fully rebuild before the swarm showed up and ate a quarter of my population (so far). Corbeau fucked around with this message at 12:12 on Mar 16, 2018 |
# ? Mar 16, 2018 12:06 |
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Lol just found last night that if you're Purifiers and meet marauders, they're like "we're a bunch of space assholes, and we still think you guys are huge douches"
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# ? Mar 16, 2018 12:22 |
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Spanish Matlock posted:My first 2.0 game was xenophile pacifist, and the interesting mechanic I found was having my dudes migrate to every other empire and slowly turn the entire galaxy pacifist. I could see maybe some sort of "show our neighbours that we're space Jesus and they should join us" soft-power mechanics for fanatic pacifist working out maybe where you could support pacifist pops in other empires to secede and join you or something.
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# ? Mar 16, 2018 12:27 |
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Gort posted:I could see maybe some sort of "show our neighbours that we're space Jesus and they should join us" soft-power mechanics for fanatic pacifist working out maybe where you could support pacifist pops in other empires to secede and join you or something. The problem with this, cool as it might be, is the same as with all sabotage/espionage/dissent-sowing mechanics in strategy games: it's not fun to be on the receiving side. Invariably you have two scenarios: A) It's possible to completely protect against, which becomes a checkbox for the player and another thing the AI isn't competent at, or B) It's impossible to completely protect against, so players are getting spammed with debuffs and costs by AI's - not fun at all. Galactic espionage and sending agitators to turn your neighbors' people against war are awesome in concept, but I doubt it can be implemented well
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# ? Mar 16, 2018 12:50 |
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Guildencrantz posted:The problem with this, cool as it might be, is the same as with all sabotage/espionage/dissent-sowing mechanics in strategy games: it's not fun to be on the receiving side. Invariably you have two scenarios: I quite like the idea, as long as the way you deal with it is by getting a CB against the pacifist that's doing this to you. That brings the way of dealing with the situation more in line with how you deal with the expansion ambitions of other empire types, and if you get a diplomatic "piss off or we invade" option to make them back down without a war it could work well. Probably shouldn't work pacifist vs pacifist but other than that it seems like it'd be fun to play.
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# ? Mar 16, 2018 13:07 |
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Yeah, the "remain
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# ? Mar 16, 2018 13:46 |
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Sometimes I would really like to have a fourth ethic slot... that would be a cool ascension perk, then I could make militaristic, xenophile, materialist, authoritarians etc. Or double fanatics
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# ? Mar 16, 2018 13:49 |
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Guildencrantz posted:The problem with this, cool as it might be, is the same as with all sabotage/espionage/dissent-sowing mechanics in strategy games: it's not fun to be on the receiving side. Invariably you have two scenarios: Let's say a pacifist is pacifisting your empire. Let's say this just means you've gained massive pacifist attraction. Let's also say the faction system has been overhauled to be way more interesting. This should mean you have a number of options: 1) Accept the pacifist lifestyle and embrace it into your government. 2) Ignore the pacifists and have a bunch of events and mechanics trigger from having a large, unhappy faction. These events and mechanics should also be engaging, not just a production and influence penalty like now. 3) Suppress the pacifists using interesting mechanics which kick off a different bunch of events. These events and mechanics should also also be engaging, not just dumping influence on the problem and having it go away. Chalks posted:I quite like the idea, as long as the way you deal with it is by getting a CB against the pacifist that's doing this to you. That brings the way of dealing with the situation more in line with how you deal with the expansion ambitions of other empire types, and if you get a diplomatic "piss off or we invade" option to make them back down without a war it could work well. Probably shouldn't work pacifist vs pacifist but other than that it seems like it'd be fun to play. With gestalt consciousness and fanatic purifiers in the game I think it's fine to add a bunch of unignorable faction and politics stuff, as long as it's fun. If someone don't want to play politics and mind their pops on principle they can take one of the explicit map-painting empires. Splicer fucked around with this message at 14:04 on Mar 16, 2018 |
# ? Mar 16, 2018 14:02 |
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Milky Moor posted:It feels like your average AI Empire will stagnate well before 2300. I've seen heaps of Empires get their homeworld rebelling from them, and that lone homeworld may then take over the empire it used to belong to without much problem. I don't know what happens to the minerals I give vassals of late, but they certainly don't use it to build things on tiles. I posted earlier that my last game it happened to every single AI empire (except for the purifiers) and all their planets were empty. Literally every one that wasn't their capital. People suggested starvation spirals but for every empire?
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# ? Mar 16, 2018 14:17 |
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President Ark posted:
Yeah, but it's pretty trivial to fix that by having the status quo peace only kick in in that circumstance. If you're at 100% war exhaustion and haven't managed to take back a system or defeat a fleet in battle in the last, say, couple of months, then the enemy can status quo you for free. The biggest issue with it is the fact that it's basically just a timer, not that the game will sometimes forcibly end a war. That's fine, or at least acceptable if it does it in a situation that makes sense. But as of now there's just ticking war exhaustion and it's really not a good way to do it at all.
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# ? Mar 16, 2018 14:19 |
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Jazerus posted:the only solution right now for the AI is to use glavius's AI mod and the enhanced AI mod. together they ensure that the AI builds (somewhat) sensibly, goes to war fairly often, and doesn't end up in an economic death spiral. Wait, those two mods work together instead of just stepping on each other's toes?
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# ? Mar 16, 2018 14:22 |
Baronjutter posted:Must like they gave up on the sector AI and gave players direct control when ever they need to fix that poo poo, they should just do the same thing with the AI empires in the game. Just make the player play all the empires rather than admit the tile system as implemented was a mistake. i don't think it's true that tiles are inherently non-workable for the AI like people say sometimes. with glavius+enhanced AI, i'm basically always happy with my sector-built planet layouts when i check in on them, setting aside the fact that glavius intentionally doesn't let them build military buildings like academies and planetary shields, which made sense before 2.0 but absolutely doesn't anymore anyway the point is, they can actually build a planet up fine with the right tweaks to their priorities. the only glaring issue i see with how the AI handles its planets, now, is something that isn't huge but which has to be fixed on paradox's end because the relevant AI code isn't moddable: AIs really need to be able and willing to replace their buildings. i tag switch to an AI who has paradise domes, or visitor centers, and...usually they don't have many. they never bother to put a paradise dome over a farm, or a visitor center over a power plant. if the planet isn't fully built-up, then of course they build them, but if they get the building after running out of tiles on a planet, that planet will never receive a paradise dome or whatever. the AI should probably be evaluating every planet every few years to make sure that it is using its planet-unique buildings. also they desperately need to be responsive to food shortages, of course. Jazerus fucked around with this message at 15:32 on Mar 16, 2018 |
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# ? Mar 16, 2018 14:28 |
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# ? May 25, 2024 14:19 |
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Improbable Lobster posted:The old war mechanics were loving awful They were great. You went to war over a specific set of systems, you fought until you claimed them or the enemy claimed stuff off you. It was easy to understand and made sense. Yes they needed a way to make it less of an arse if there was another enemy in the fight, but throwing it out altogether is sad because for me it worked.
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# ? Mar 16, 2018 14:31 |