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Baronjutter posted:I still hate the habitability and terraforming system. The no joke bargain bin game Space Empires V did this pretty well.
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# ? Apr 18, 2018 07:33 |
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# ? May 25, 2024 15:21 |
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Black Pants posted:I'm kinda in love with genetic ascension non-zerg hivemind. Without the hungering swarm whatever civic, you're basically just playing one person with lots of arms and the dialog changes are pretty rad. And I also definitely love the genetic ascension path most of all three of them. (It is nice to capture -other- psionics though.) they also have the best announcer voices.
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# ? Apr 18, 2018 08:14 |
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Eiba posted:The premise of Stelaris spiritualists is that there is some truth to the idea of a subjective or non-material universe. The idea is that empirical tests, traditional science, can't discover certain truths that require belief. You can't have materialist psychics because in order to unlock the psychic potential of a being, they need to have certain beliefs, and evidently the effects are not detectable through any sort of tests. Perhaps the Shroud understands when it's part of an experiment and refuses to manifest when it's being measured by non-believers.
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# ? Apr 18, 2018 08:23 |
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Baronjutter posted:I wish spiritualist was just a total trap option that filled your research options with tons of useless dead-end techs like crystal healing and theological study and the whole psionics branch did absolutely nothing but all the events and notifications are written from the perspective of the spiritualist culture so it always sounds like the big discovery that's going to change everything and prove the shroud is real is juuuust around the corner. Fill the Xenophobes tree with techs like phrenology that make your science worse and give bad events too, and Authoritarians get hemophilia and other inbreeding problems. Basically the three lovely ethos should suck. Nessus posted:You could probably refluff the axis to be empiricist vs. holistic, which seems like it would allow for the primary current mechanic of spiritualism (unity bonuses and Newtypes) while causing less anguish to people who went to lovely fundamentalist churches. Oh hey someone here gets it, that and growing up under ACE anyway.
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# ? Apr 18, 2018 10:44 |
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Baronjutter posted:I still hate the habitability and terraforming system. The star trek mod does a little bit of this, the Tholians live on weird lava planets that nobody else really likes and the Breen live on ice worlds.
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# ? Apr 18, 2018 10:53 |
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I've got this enemy empire completely dominated, I have all their systems and planets occupied, they don't have a single ship left. But I still can't force them to surrender, they've still got -85 on the achieve war goals button. They have 33% war exhaustion and I have 65. How do I win this war? I'm trying to vassalize them because they're being jerks and are laid out in such a way that every claim would cost 100+ per system.
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# ? Apr 18, 2018 13:41 |
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Captain Invictus posted:I've got this enemy empire completely dominated, I have all their systems and planets occupied, they don't have a single ship left. But I still can't force them to surrender, they've still got -85 on the achieve war goals button. They have 33% war exhaustion and I have 65. How do I win this war? I'm trying to vassalize them because they're being jerks and are laid out in such a way that every claim would cost 100+ per system.
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# ? Apr 18, 2018 13:45 |
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https://twitter.com/Martin_Anward/status/986515206116429825?s=20 Neat! The example pic is a tiny but sparse for my tastes, but sliders etc.
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# ? Apr 18, 2018 13:53 |
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Splicer posted:https://twitter.com/Martin_Anward/status/986515206116429825?s=20
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# ? Apr 18, 2018 13:57 |
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Captain Invictus posted:I've got this enemy empire completely dominated, I have all their systems and planets occupied, they don't have a single ship left. But I still can't force them to surrender, they've still got -85 on the achieve war goals button. They have 33% war exhaustion and I have 65. How do I win this war? I'm trying to vassalize them because they're being jerks and are laid out in such a way that every claim would cost 100+ per system. You have to woop the asses of everybody in the alliance if they're in one. I just waged a war against two machine empires, I pummeled one of them but they still wouldn't surrender to my reasonable demands (vassalization and ceding three systems, a bargain!), I had to move my doomstack over to the other one and take a couple of their planets before they would give in.
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# ? Apr 18, 2018 14:01 |
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Alright, through the magic of mods (4 ethics points), I have now created a materialist Fanatic Purifiers empire with starting robots. Question: because my dudes are clearly assholes and definitely would grant their robots sentience just to turn them into slaves, is there a way to prevent the Synth Rebellion from happening, or should I just avoid researching the Synths technology at all or do so anyway out of arrogance and live in fear of them going Skynet?
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# ? Apr 18, 2018 14:02 |
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Splicer posted:Do they have any friends? They might have a defensive pact neighbour who's not actually helping, beating up their stuff would help. edit: forgot I had 7 titans just lounging around at earth, guess I'll send them over to curbstomp the pumpkinhead authoritarians
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# ? Apr 18, 2018 14:04 |
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toasterwarrior posted:Alright, through the magic of mods (4 ethics points), I have now created a materialist Fanatic Purifiers empire with starting robots. Question: because my dudes are clearly assholes and definitely would grant their robots sentience just to turn them into slaves, is there a way to prevent the Synth Rebellion from happening, or should I just avoid researching the Synths technology at all or do so anyway out of arrogance and live in fear of them going Skynet? it can happen if you have sapient combat AI researched too, not just synths, and the two are not dependent on one another. I dont think there's avoiding the chance of it unless you gave them full citizen rights So you either have to be content with droids and T3 combat computers, or risk it happening Sloober fucked around with this message at 14:18 on Apr 18, 2018 |
# ? Apr 18, 2018 14:15 |
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Captain Invictus posted:oh bummer he does, some dudes I was friendly with before this. Well they're hegemonic imperialists or whatever so they can get hosed "No" *genocides their friends* "Look what you made me do!"
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# ? Apr 18, 2018 14:54 |
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I know it's a bit of a stretch, but I'd love to see an anomaly on a galactic scale that wasn't really a fallen empire, but instead a Mines of Moria type cluster. Big, well fortified choke points that take a lot to get through, but are rumored to contain endless wealth and a paradise beyond spread across a series of 4-5 systems. You finally get through them and it isn't, instead it's a civilization that went too far and destroyed themselves or was destroyed behind their nigh invincible walls. Ruined mega structures, shattered planets, crazed remnant cults like the Gardeners of Kadesh, and plenty of anomalies that tell their story and give decent rewards to boot.
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# ? Apr 18, 2018 15:04 |
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Omnicarus posted:I know it's a bit of a stretch, but I'd love to see an anomaly on a galactic scale that wasn't really a fallen empire, but instead a Mines of Moria type cluster. Big, well fortified choke points that take a lot to get through, but are rumored to contain endless wealth and a paradise beyond spread across a series of 4-5 systems. You finally get through them and it isn't, instead it's a civilization that went too far and destroyed themselves or was destroyed behind their nigh invincible walls. Ruined mega structures, shattered planets, crazed remnant cults like the Gardeners of Kadesh, and plenty of anomalies that tell their story and give decent rewards to boot.
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# ? Apr 18, 2018 15:08 |
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Splicer posted:I'd like some setpieces like this that have a chance to be dropped into galaxy generation. One game you have a hell province full of shroud monsters, another game it's a bunch of mysteriously destroyed ringworlds. game needs some livening events too, like MOO's crystals, amoebas, space dragons etc. Just stuff to add some life to the map painting in the early/mid games. Could even make it so they could enrich systems they're defeated in, like the crystal dumping a bunch of minerals onto a planet in the system it's busted in. Also please for the love of god make it so anomaly chance doesn't determine if you have strategics
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# ? Apr 18, 2018 15:20 |
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I'd just like them to cram a few thousand more anomalies in and not have them appear every worldgen. I've had 5 galaxies and encountered the Mysterious Speedy Space Pot Of Mystery every single time. Same for alien mural, amusement park, flower planet, etc. I know it's a lot to ask and they're focusing on improving gameplay, but I enjoy the anomalies, but not so much when they show up every galaxy. edit: the ether drake totally does exactly that, it guards a super valuable planet with 14 minerals and energy, and after a while you'll dig up an unhatched egg that you can smash for a bunch of research or hatch to get a cute lil' babby dragon that's about as strong as a titan ship.
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# ? Apr 18, 2018 15:23 |
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Omnicarus posted:I know it's a bit of a stretch, but I'd love to see an anomaly on a galactic scale that wasn't really a fallen empire, but instead a Mines of Moria type cluster. Big, well fortified choke points that take a lot to get through, but are rumored to contain endless wealth and a paradise beyond spread across a series of 4-5 systems. You finally get through them and it isn't, instead it's a civilization that went too far and destroyed themselves or was destroyed behind their nigh invincible walls. Ruined mega structures, shattered planets, crazed remnant cults like the Gardeners of Kadesh, and plenty of anomalies that tell their story and give decent rewards to boot.
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# ? Apr 18, 2018 15:24 |
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Captain Invictus posted:I'd just like them to cram a few thousand more anomalies in and not have them appear every worldgen. I've had 5 galaxies and encountered the Mysterious Speedy Space Pot Of Mystery every single time. Same for alien mural, amusement park, flower planet, etc. i know but the drake stays put unless you piss him off, and adding chances to suddenly make on of your own systems more valuable is cool i want more life in the galaxy
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# ? Apr 18, 2018 15:26 |
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Sloober posted:Also please for the love of god make it so anomaly chance doesn't determine if you have strategics Captain Invictus posted:I'd just like them to cram a few thousand more anomalies in and not have them appear every worldgen. I've had 5 galaxies and encountered the Mysterious Speedy Space Pot Of Mystery every single time. Same for alien mural, amusement park, flower planet, etc.
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# ? Apr 18, 2018 15:33 |
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Splicer posted:I honestly think they should just kill the find chance increases. Keep it at the base chance, add more Guilli-style planet modifiers to fill in the gap. nothing is more satisfying than when i own 200 out of 1000 stars and the only strategic i have is the +10% governing ethics one
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# ? Apr 18, 2018 15:47 |
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Sloober posted:nothing is more satisfying than when i own 200 out of 1000 stars and the only strategic i have is the +10% governing ethics one
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# ? Apr 18, 2018 15:49 |
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Splicer posted:...and you're a hive mind. hive minds are some of my best satramene gas customers, along with robots.
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# ? Apr 18, 2018 15:55 |
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Splicer posted:My interpretation is that you could discover the shroud through the scientific process, it's just already full of woo crystal types who are dicking with your numbers out of spite. "STEMlords trying to get into our magic club? Nu-uh, I'm this close to warping the universe sufficiently that homeopathy works!" The way it's portrayed is basically that prayer and religion actually work but only for psychics. Natural psychics are absurdly rare and do things that don't follow the laws of physics. Getting past the Shroud opens up why it works but even then it doesn't behave in a clean, predictable, mathematical way. There are underlying rules but they're incomprehensible. Materialists have trouble believing in it because it's not predictable and fails the vast majority of the time. It isn't predictable so you can't math it. Materialists focus on what can be repeated. Very few people are psychic but any dingus with a calculator and a bit of know how can do calculus. It isn't magical; it's just how the physical universe works. Numbers are predictable. 2 + 2 is always 4. The derivative of x squared is always 2x. That poo poo doesn't change. To outside appearances to the materialists the spiritualists are just getting lucky. It doesn't make sense. Of course from a purely realistic standpoint as soon as a race ascends every one of their members into being psychic and breaches the Shroud that should really get the attention of materialists because all of the sudden there's proof. Psychics quit being rare and they can show you that stuff. In that case it would become predictable. Granted I think another side of it which may or may not be accurate to Stellaris is that it seems there's a suggestion that none of the materialists are psychic. The more materialist a race is the less psychic potential it has; the spiritualists produce more psychics so they get more religion. Hence they're more likely to have ritualistic, religious practices. Materialists don't so they focus on the physical universe. It doesn't work for them so they don't believe in psychics. Math, of course, always works. Though I think a tl;dr is that materialists want cold, hard proof. Math provides that. Spiritualists are fine taking things on faith so if you occasionally get a powerful psychic that can produce genuine miracles that's proof that extraordinarily rare things like that are something that you can make happen sometimes. The materialist sees that it's random and treats it as a rare coincidence so they don't pursue it. ToxicSlurpee fucked around with this message at 16:02 on Apr 18, 2018 |
# ? Apr 18, 2018 15:59 |
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Anomalies annoy me because you don't have the chance boosters early game when you're surveying your core systems, so your core systems are slightly weaker than your outer systems on average (plus your investigation success rates are lower unless you wait to backfill with higher level scientists). But then around mid-late game when you turn on auto-explore to ignore your survey ships as they map out the other end of the galaxy, you're hitting more anomalies and you're incentivized to not investigate them at all - why give your opponents massive local resource boosts or strategic resources like Living Metal for free? The former issue is probably better smoothed out by seeding anomalies during map gen and turning them into events gated by skill/tech level, e.g. when the scientist initially surveys a system you get a roll to discover the anomaly based on skill level, but if you don't see it you'll eventually discover it as you increase your tech and old survey data is reanalyzed. This would also prevent spotting anomalies and ignoring them to deny other players the benefits, since everyone can eventually see them. Latter issue is best resolved by offering your choice of outcomes for a investigation, either the usual long-term benefit like a +5 minerals on an asteroid, or a short-term smash-and-grab option when you know you aren't going to be sticking around the area (blow up half the asteroid for a bunch of minerals now). Even if nothing changes to how anomalies behave though, for the love of god fix auto-explore to survey systems you've 'seen' but not surveyed. I shouldn't have to manually scroll around the map to assign these survey targets in the late-game.
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# ? Apr 18, 2018 16:00 |
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Omnicarus posted:I know it's a bit of a stretch, but I'd love to see an anomaly on a galactic scale that wasn't really a fallen empire, but instead a Mines of Moria type cluster. Big, well fortified choke points that take a lot to get through, but are rumored to contain endless wealth and a paradise beyond spread across a series of 4-5 systems. You finally get through them and it isn't, instead it's a civilization that went too far and destroyed themselves or was destroyed behind their nigh invincible walls. Ruined mega structures, shattered planets, crazed remnant cults like the Gardeners of Kadesh, and plenty of anomalies that tell their story and give decent rewards to boot. Something similar to this was mentioned as an aspiration by Wiz in a video a while ago, but I think they needed the hyperlane 'islands' thing he referred to in his tweet to make it work.
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# ? Apr 18, 2018 16:26 |
You can go psychic if you're materialist, you just need a psionics expert. And regardless of your ethics, you need the Psionic Theory society tech to take the first perk. Plus there's that shroud event where you try to spy on a Fallen Empire, and they might notice your psionic probe and activate some kind of shield to block you - I'm looking at the event code right now and it just requires the FE to not be a gestalt consciousness, so it can fire for any organic FE, including the materialists. In the end spiritualism/materialism seems to only be relevant to psionics in that it affects how likely you're going to be to invest in the research in the first place, and that once you do have psionics a bunch of people are going to start buying into woo so spiritualism attraction increases. It might make more sense to lift the materialism restriction if you know anyone who has psionics already, yeah.
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# ? Apr 18, 2018 16:33 |
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The short version is that materialists believe in an objective reality that is the same for everyone, while spiritualists believe in a subjective reality that can be altered by the viewer at will. They can co-exist in the same universe because most of the time there IS an objective reality with complex rules that can be taken advantage of to make scientific miracles, but every so often a psychic comes by and casually breaks the law of conservation of energy in his local area just because he wants it to and it gives materialists the screaming heebie jeebies because when your entire world view is founded on the concept of an objective reality with laid out rules everything gets super shaky when someone can just change those rules at will without reference to any of the other rules. Edit: I think the key thing to note is that materialism isn't JUST "science is good" - everybody knows how to science in Stellaris. Materialism represents a deep, fundamental philosophical worldview that rejects the importance of the non-physical, that views consciousness itself solely as a series of biological processes, and which presumably has a system of ethics that builds from that foundation. Tomn fucked around with this message at 16:48 on Apr 18, 2018 |
# ? Apr 18, 2018 16:42 |
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2.0.3 patch is out.quote:################################################################# Looks like they blew up the error log again, so expect a hotfix for that soon. ulmont fucked around with this message at 16:54 on Apr 18, 2018 |
# ? Apr 18, 2018 16:52 |
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https://forum.paradoxplaza.com/foru...018418_pla_pore New patch. Colossi now fire much faster, and xenomorphs are no longer the answer to ground combat. E: F,B
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# ? Apr 18, 2018 16:52 |
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Tomn posted:The short version is that materialists believe in an objective reality that is the same for everyone, while spiritualists believe in a subjective reality that can be altered by the viewer at will. They can co-exist in the same universe because most of the time there IS an objective reality with complex rules that can be taken advantage of to make scientific miracles, but every so often a psychic comes by and casually breaks the law of conservation of energy in his local area just because he wants it to and it gives materialists the screaming heebie jeebies because when your entire world view is founded on the concept of an objective reality with laid out rules everything gets super shaky when someone can just change those rules at will without reference to any of the other rules.
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# ? Apr 18, 2018 16:55 |
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Splicer posted:If reality can be altered by an observer through sufficient force of will that just means we're living in an objective reality where one of the core rules is that reality can be altered by an observer through sufficient force of will.
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# ? Apr 18, 2018 16:57 |
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Did they mess with anomalies in 2.0? I haven't played in quite a while (like, before any DLC), and most of the changes are great—I always played hyperlane only anyway—but it feels like I find way less anomalies than I used to. Am I just misremembering, or is that a result of changes to system density, or?
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# ? Apr 18, 2018 17:02 |
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Wallet posted:Did they mess with anomalies in 2.0? I haven't played in quite a while (like, before any DLC), and most of the changes are great—I always played hyperlane only anyway—but it feels like I find way less anomalies than I used to. Am I just misremembering, or is that a result of changes to system density, or? Wiz seriously just give empires a hit of Map the Stars for free at new game start, you're taking your first steps into FTL of course you're going to be full of exploratory vigor. Plus when it expires 20 years in it will remind players that the edicts screen exists.
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# ? Apr 18, 2018 17:10 |
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Splicer posted:If reality can be altered by an observer through sufficient force of will that just means we're living in an objective reality where one of the core rules is that reality can be altered by an observer through sufficient force of will. Sure - but as mentioned in my edit, a materialist ethic represents the philosophical rejection of non-material aspects of the world. To their mind, "will" is a biological/mechanical process. If psychic powers rely on the use of a will independent of the physical "host," however, that is deeply troubling to materialists. Non-materialists, even those who aren't spiritualists, can handle that fine. Materialists, less so.
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# ? Apr 18, 2018 17:10 |
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Master builders + will to power means habitat spam is a go!
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# ? Apr 18, 2018 17:13 |
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Tomn posted:Sure - but as mentioned in my edit, a materialist ethic represents the philosophical rejection of non-material aspects of the world. To their mind, "will" is a biological/mechanical process. If psychic powers rely on the use of a will independent of the physical "host," however, that is deeply troubling to materialists. Non-materialists, even those who aren't spiritualists, can handle that fine. Materialists, less so. \/ same but unironically \/ Splicer fucked around with this message at 17:25 on Apr 18, 2018 |
# ? Apr 18, 2018 17:18 |
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Tomn posted:Sure - but as mentioned in my edit, a materialist ethic represents the philosophical rejection of non-material aspects of the world. To their mind, "will" is a biological/mechanical process. If psychic powers rely on the use of a will independent of the physical "host," however, that is deeply troubling to materialists. Non-materialists, even those who aren't spiritualists, can handle that fine. Materialists, less so. i love technobabble about game mechanichs
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# ? Apr 18, 2018 17:22 |
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# ? May 25, 2024 15:21 |
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man i think will to power is gonna replace my boring 10% research speed boost. that and the masterbuilders means hab spam is uh, a thing again
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# ? Apr 18, 2018 17:30 |