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Sloober posted:hopefully the update that brings this brings more events in general The galaxy is a big place, exploration and discovery really should be a game-long process, even if with different phases after mapping and surveying. There's a difference between "we know what this area looks like/have a general idea of how to develop it" and "people have thoroughly examined and classified the region to granular scientific detail".
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# ? Apr 4, 2018 14:45 |
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# ? May 25, 2024 01:25 |
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McSpanky posted:The galaxy is a big place, exploration and discovery really should be a game-long process, even if with different phases after mapping and surveying. There's a difference between "we know what this area looks like/have a general idea of how to develop it" and "people have thoroughly examined and classified the region to granular scientific detail".
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# ? Apr 4, 2018 14:49 |
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I remember before Cherryh that science ships had a "science package" slot or somesuch, was anything done with that or was it some kind of placeholder that got discarded when support ship design became completely automated?
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# ? Apr 4, 2018 14:56 |
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When the game first came out it seemed like they wanted an emphasis on exploration, at least for the early game, and have people more involved in the process. But people kept complaining that they didn't want to pay that close attention to it and it eventually led to a tech to automat the process being added in. They then kept complaining to the point where it's now the second tech you can research if you want (and assuming you didn't just mod it in from the start). Making exploration more Integral is easier said than done since just adding more stuff for people to read seems like a wasted effort if people don't want to read it and forcing people to backtrack just leads to more complaints. They really need to focus on whether they want the game to be about running an empire on the macro level, or if they want you to play space archaeologist on Tau Ceti V.
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# ? Apr 4, 2018 15:01 |
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AAAAA! Real Muenster posted:This ties into something that should have been in the game from the beginning - you should be able to research better scanners to put on your science ships so you can re-scan everything. AND/OR there should be two steps to it - a basic survey and an exhaustive survey; exhaustive takes five times as long but looks harder for anomalies and resources/science fountains.
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# ? Apr 4, 2018 15:01 |
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McSpanky posted:I remember before Cherryh that science ships had a "science package" slot or somesuch, was anything done with that or was it some kind of placeholder that got discarded when support ship design became completely automated? There were a couple of special modules you could research if you were in contact with Curators, but they mostly just tweaked bonuses rather than changing anything drastic (and when 2.0 automated support ship design they were removed and/or changed to global modifiers).
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# ? Apr 4, 2018 15:02 |
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Splicer posted:There definitely needs to be a second scanning pass stage of the game. My pet implementation would be being able to rescan any anomalyless planet if you have a higher scan rate than the last time it was scanned, with some events only ever triggering on the first scan and some others only triggering if it's a rescan. Also the thing someone said a while back about ships assisting research also triggering scan events through re-examining the data. Endless Legend does this with one of the techs; lets you 're-search' ruins on the map. It's actually pretty nice way to do it I have some issues with how strategics work in stellaris, mostly in that you can own 100 systems and 0 strategics, which seems incredibly wrong Dallan Invictus posted:There were a couple of special modules you could research if you were in contact with Curators, but they mostly just tweaked bonuses rather than changing anything drastic (and when 2.0 automated support ship design they were removed and/or changed to global modifiers). yeah they all got rolled into empire modifiers and is one of the reasons i strike a deal w/ curators ASAP so i get those research options
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# ? Apr 4, 2018 15:18 |
So I was thinking a bit about dyson spheres. Currently you can't construct more than one dyson sphere, but if you have tiny, harmless tributaries, time and a LOT of minerals to throw around, could you construct a dyson sphere in a system bordering them, then gift the system and collect 250 extra energy from them while continuing construction on a new dyson sphere? Alternatively with vassals: could you gift them the dyson sphere, construct another, then reclaim the system with the first sphere to have two at once?
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# ? Apr 4, 2018 15:23 |
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Master Builders adding 3 tiles to Habitats? Oh hell yeah! Toss that into the beta update please.
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# ? Apr 4, 2018 15:50 |
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It's so weird watching habitats get nerfed, then nerfed, now buffed Are you supposed to build a bunch? Are you supposed to ignore them? stay tuned. Paradox has such mixed feelings about megaprojects, I am not sure why they put them in the game if they are absolutely not ok with the player actually leveraging them in a playthrough. Only 1 science nexus or dyson sphere. They get blown up if enemies are in the system. No there's no perks to get around the limit. Additionally, you can only build 1 project at a time. On top of that they take most of the resources in your mineral store. After requiring perks and hundreds of years to research. At best you can speed up the rate they build through ascension perks and policies. Stellaris: The game about exploration and exploitation of space, as imagined by a CPA
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# ? Apr 4, 2018 16:00 |
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Psychotic Weasel posted:When the game first came out it seemed like they wanted an emphasis on exploration, at least for the early game, and have people more involved in the process. But people kept complaining that they didn't want to pay that close attention to it and it eventually led to a tech to automat the process being added in. They then kept complaining to the point where it's now the second tech you can research if you want (and assuming you didn't just mod it in from the start). Also, hide hyperlanes that you haven't "seen" yet.
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# ? Apr 4, 2018 16:25 |
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Literally just had the 3 adjacent systems to my homeworld populated by 1k power mining drones, an ether drake, and void clouds. Abandoned that one so fast my esc button is still smoking.
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# ? Apr 4, 2018 16:37 |
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Sandwich Anarchist posted:Literally just had the 3 adjacent systems to my homeworld populated by 1k power mining drones, an ether drake, and void clouds. Abandoned that one so fast my esc button is still smoking.
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# ? Apr 4, 2018 16:43 |
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In my most recent game I wiped out a clan of marauders. I got a message saying their survivors were going to attack one of my home systems. I rushed fleets halfway across my empire to meet them but nothing ever showed up.
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# ? Apr 4, 2018 16:43 |
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It's me, I'm the person who never bothers putting my science ships in auto explore, instead just queuing up 10 systems at a time to survey. I didn't realize I was "literally crippled" by this.
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# ? Apr 4, 2018 16:44 |
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Sandwich Anarchist posted:Literally just had the 3 adjacent systems to my homeworld populated by 1k power mining drones, an ether drake, and void clouds. Abandoned that one so fast my esc button is still smoking. I woulda kept at it, drones aren't that terrible since they are laser fueled so you can punch above your weight if you gear for shields Soylent Pudding posted:In my most recent game I wiped out a clan of marauders. I got a message saying their survivors were going to attack one of my home systems. I rushed fleets halfway across my empire to meet them but nothing ever showed up. i've never seen them show up and i've always mercilessly crushed marauder clans whenever i am able to
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# ? Apr 4, 2018 16:48 |
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Sloober posted:i've never seen them show up and i've always mercilessly crushed marauder clans whenever i am able to
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# ? Apr 4, 2018 16:58 |
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Sloober posted:I woulda kept at it, drones aren't that terrible since they are laser fueled so you can punch above your weight if you gear for shields Yeah, but why, when I could just restart and not have the hassle of waiting years for my home system to generate enough minerals to deal with it
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# ? Apr 4, 2018 17:02 |
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popewiles posted:It's me, I'm the person who never bothers putting my science ships in auto explore, instead just queuing up 10 systems at a time to survey. I didn't realize I was "literally crippled" by this. I also just shift-click a bunch, but I know my wrists hate me for it
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# ? Apr 4, 2018 17:11 |
set your galaxy to max AIs and you'll be out of stuff to explore within 30 years, neatly resolving the problem
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# ? Apr 4, 2018 17:32 |
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popewiles posted:It's me, I'm the person who never bothers putting my science ships in auto explore, instead just queuing up 10 systems at a time to survey. I didn't realize I was "literally crippled" by this.
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# ? Apr 4, 2018 17:37 |
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I made a dense starting system mod because I liked the idea of that other guys dense galaxy mod but without the entire galaxy being dense: http://steamcommunity.com/sharedfiles/filedetails/?id=1351845006
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# ? Apr 4, 2018 17:40 |
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Soylent Pudding posted:In my most recent game I wiped out a clan of marauders. I got a message saying their survivors were going to attack one of my home systems. I rushed fleets halfway across my empire to meet them but nothing ever showed up. I've never had this properly fire for me despite always getting the warning but a neighboring AI that took out the final sector of a marauder clan had a couple large stacks spawn in his core worlds the last game I played
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# ? Apr 4, 2018 17:41 |
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Exploring the systems around my homeworld, the systems I stand a chance of using and colonizing, is fun. Surveying random systems on the other side of the universe I'll never be able to use or care about is a lot less fun. Oh golly this system had an anomaly that gave +5 minerals, I guess that'll be a nice system for whoever claims it one day. I really prefer the endless space model of exploring. No science leaders just scanner tech. You can only research anomalies you have the tech level to tackle and only see up to one level above them. You also tend to find much more useful stuff, it's not a flood of +2 minerals or +3 physics, it's key strategic resources, it's cool flavourful modifiers for planets that actually matter, and it's quite often one-time pickups that make it worth exploring deep into areas you don't plan on settling. A free ship, a cache of resources, a technology. The scale of the rewards make them always seem worth investigating. But space resources don't really scale at all with the game. That +4 minerals asteroid in the early game is enough to make you decide to claim a system early because it's not got +10 potential minerals, which is huge when your income is like 20. But very soon your income is +100 minerals and that +4 seems below consideration, it's not an exciting find. In Stellaris the moment you get into the late early game most anomalies become unexciting. The problem I think is that anomaly research is gated via leader level, which has little to do with the time scale of the game. If they were instead gated by survey tech you could better pace out exploration and reward scales and have clear mid, early, and even late game things to probe and explore.
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# ? Apr 4, 2018 17:43 |
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This is not a new complaint, but the current starbase system essentially brings all* the micromanagement of planet tiles without the option to let sector governors handle things. *I suppose if you ignore platforms and don't build the max level, it's only 10 tiles, so all of a small planet.
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# ? Apr 4, 2018 17:55 |
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ulmont posted:This is not a new complaint, but the current starbase system essentially brings all* the micromanagement of planet tiles without the option to let sector governors handle things. They could solve a lot of problems by letting you queue a full upgrade of a building that could go 1 => 4 eventually AND by letting you build things that have pre-requisites with conditional modifiers that the building will be cancelled if the pre-req is no longer buildable.
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# ? Apr 4, 2018 19:09 |
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AAAAA! Real Muenster posted:And it is ridiculous that if you do not have a Trading Post or Anchorage already built, but have even 6 of them queued up, you cannot build the building that enhances those buildings, so then you have to remember to come back later. Or even letting us design starbases more like ships. I'm going to have a standard choke-point bastion, a standard shipyard, a standard trade station. I'm never going to have more than 3-4 "designs" for starbases. I'd much rather just have a few standard designs and build them in one click.
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# ? Apr 4, 2018 19:18 |
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Baronjutter posted:Or even letting us design starbases more like ships. I'm going to have a standard choke-point bastion, a standard shipyard, a standard trade station. I'm never going to have more than 3-4 "designs" for starbases. I'd much rather just have a few standard designs and build them in one click.
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# ? Apr 4, 2018 19:19 |
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Baronjutter posted:Or even letting us design starbases more like ships. I'm going to have a standard choke-point bastion, a standard shipyard, a standard trade station. I'm never going to have more than 3-4 "designs" for starbases. I'd much rather just have a few standard designs and build them in one click. You can, it's called Defence Platforms
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# ? Apr 4, 2018 19:30 |
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iospace posted:You can, it's called Defence Platforms It would actually be pretty neat to have a starbase designer, similar to the fleet designer, so you can just come back every now and then and click a button similar to the "reinforce" button.
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# ? Apr 4, 2018 19:33 |
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Well speaking of references to sci-fi, now that I'm actually getting to the Shroud, I'm realising that it's basically the Warp from 40K, with the patrons being (only slightly less evil) versions of the chaos gods.
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# ? Apr 4, 2018 19:34 |
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I would also like to be able to customize the weapon loadouts of my starbases on the chance, say, I keep opting to not take better laser tech because I have plasma....let me put Plasma on my starbases. Then I could press the "upgrade" button on the Starbase Designer to one-click upgrade them all at once, or let me upgrade each system individually.iospace posted:You can, it's called Defence Platforms
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# ? Apr 4, 2018 19:36 |
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Lead out in cuffs posted:Well speaking of references to sci-fi, now that I'm actually getting to the Shroud, I'm realising that it's basically the Warp from 40K, with the patrons being (only slightly less evil) versions of the chaos gods. Wait until you find the one that's more evil.
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# ? Apr 4, 2018 19:46 |
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Starbases get rolled really hard in the lategame no matter how you build them. 40k fleet strength with max defense platforms and lategame armor, and they'll melt when facing a decent fleet. It shouldn't be like EU4's level 8 forts because that is a tedious joke to siege down, but I don't quite get the way starbase health scales into the mid and lategame. At the start a starbase can hold out for a bit while reinforcements arrive, past a point, nope.
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# ? Apr 4, 2018 19:52 |
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iospace posted:You can, it's called Defence Platforms platform utility falls off after early game and fleets tend to just roll your bases, a planet with a fort on it is a better stopper than a base is, like they are basically just lovely 0% evasion cruisers hovering around your base bases are basically just stuff you need for anchorages and sometimes trading cos i still make defense ones but it's mostly the motion of doing so and they still deter AIs Sloober fucked around with this message at 21:38 on Apr 4, 2018 |
# ? Apr 4, 2018 21:24 |
Yeah the platforms/stations need more survivability later. Gimme something like a planetary shield module that fits on it for -75% damage received and make the last starbase tier have significantly more HP
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# ? Apr 4, 2018 21:28 |
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Need defensive med/large stations back as a mid/endgame option. Medium platforms for tier 3+ starbases Large platforms for citadels only. You can already restrict their "size". In my mod the mediums take up 2 starbase platform slots, the large ones 4. (in the screenshot they still took up 1 for testing reasons) Health scales are: Small: 1000 Medium:2500 Large: 6000 Balance wise: restricted utility slots and medium platforms have few options for smaller weapons and large weapons. Large platforms have no small slots for weapons (and thus vulnerable to small ships), but access to multiple large slots. I'm very sure they can be balanced if brought back. Hell, the large platforms could be locked behind a perk to add extra "cost".
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# ? Apr 4, 2018 21:58 |
Medium and Large Platforms are in the NSC mod if you want 'em.
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# ? Apr 4, 2018 21:59 |
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AAAAA! Real Muenster posted:And it is ridiculous that if you do not have a Trading Post or Anchorage already built, but have even 6 of them queued up, you cannot build the building that enhances those buildings, so then you have to remember to come back later. I'm a little torn on this, because from a programming standpoint you start getting edge cases for all the queue interactions and stuff, and letting something be a minor annoyance once over the programming effort to make it airtight could potentially be a really big gap. Sort of like how you can't upgrade a design while a ship is queued to upgrade/build on it, instead of the time to make that process perfectly bugfree you just disallow performing the action. Lategame starbase improvements could pretty easily come from more module slots options, or options to upgrade module slots. Technically, even just fighting around a base could give your fleet a huge advantage lategame if you throw on stuff like the -20% shields and -disengage chance% modules while your fleet is fighting. edit: maybe add a passive damage reduction per starbase level, so like small weapons do basically nothing to the highest starbase level. ZypherIM fucked around with this message at 22:07 on Apr 4, 2018 |
# ? Apr 4, 2018 22:05 |
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# ? May 25, 2024 01:25 |
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My Devouring Swarm is currently in the process of eating the federation that I wasn’t sure about the relative strength of. It looks like they have a federation fleet a little bigger than my typical fleet and one member has an equivalent fleet to one of my six fleets. I hit 100% exhaustion 3 years ago, but can’t make peace because the AI seems to think they have a stronger fleet. What may be happening is that the Federation formed to fight an Assimilator, which divides it in two and may be preventing one half from helping the other. Originally it was about 2/3 on my side of the gap, but now they look to be around the same size as they are turned into bug food. Sol was conquered by some assholes before they made it to space, but was then conquered. This was interesting because one human pop made it out and ended up in the federation that I am currently dealing with. Or at least it was before I took that planet. Anyways, I’m grinding away at their members, but am glad that I took care of them now instead of waiting. It will be a long digestion period after I finish this, but I still want to punch the FE next door before they wake up and the crisis happens.
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# ? Apr 4, 2018 22:08 |