GunnerJ posted:Anyone else noticed that you can't build starbases from the galaxy map on systems with more than one star? It will tell you "starbases must be built around a star" as if it can't decide which to build around. You can select one or another star from the system map though. this was a persistent issue with mod implementations of binary and trinary systems, i'm not too surprised that the official version ran into the same engine issues since it probably implements them in the same way: an invisible center-of-gravity object acting as the "star", while the stars are orbital objects around the center of gravity.
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# ? Apr 29, 2018 16:16 |
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# ? May 23, 2024 12:17 |
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Tomn posted:Out of curiosity, what are you using those slots for? I don't usually go with heavily militaristic empires and I find that once I can afford the energy it's a pretty sweet deal filling up the empty slots with assisting scientists who can also thus be leveled up slowly to replace the head scientists as they die out. I have 18 slots, 6 governors, 5 scientists, 6 admirals, 1 general. Until they raise the max fleet command, I have to have the admirals split up amongst my fleets, since they add a good 5-10k on their own for my main fleets.
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# ? Apr 29, 2018 16:30 |
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Captain Invictus posted:I have 18 slots, 6 governors, 5 scientists, 6 admirals, 1 general. Until they raise the max fleet command, I have to have the admirals split up amongst my fleets, since they add a good 5-10k on their own for my main fleets. Update to 2.04 they already did
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# ? Apr 29, 2018 17:18 |
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Oh ok, I guess I haven't upgraded my fleet cap enough for it to go above 200, I've got the next 10 in the queue so that's why.
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# ? Apr 29, 2018 17:31 |
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Captain Invictus posted:I have 18 slots, 6 governors, 5 scientists, 6 admirals, 1 general. Until they raise the max fleet command, I have to have the admirals split up amongst my fleets, since they add a good 5-10k on their own for my main fleets. Six governors? Good Lord. I just make one or two gigantic megasectors whenever I can. What's the advantage of multiple sectors, multiple resource silos when they start filling up for emergency use?
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# ? Apr 29, 2018 17:37 |
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I've got multiple sections across the galaxy that don't connect due to fallen empire claims or integrations. Until I can touch them together they need to be separate. But having multiple resource silos is nice too. It still remains that assist research is useless if your empire is big.
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# ? Apr 29, 2018 17:41 |
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Captain Invictus posted:I've got multiple sections across the galaxy that don't connect due to fallen empire claims or integrations. Until I can touch them together they need to be separate. But having multiple resource silos is nice too. Also if that dumb thing where scientists don't get traits while researching wasn't a thing (yes I know there's a mod).
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# ? Apr 29, 2018 18:17 |
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I tend to make multiple sectors just because it feels more "realistic" for my sense of RP in this game. Then again I usually play on lower difficulty levels because once I hit a decent enough level of challenge I care more about making RP decisions work as opposed to min-maxing my empire.
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# ? Apr 29, 2018 18:26 |
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I always thought it was strange that there's a maximum sector limit without any real mechanical reason to not create as few sectors as possible.
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# ? Apr 29, 2018 18:43 |
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Yeah, it always seemed weird that there's a big thing of how difficult administration of multiple world's is yet you can have a sector with a huge amount of planets, like 10 times the core sector.
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# ? Apr 29, 2018 18:45 |
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Would it make more sense if the inhabited system limit also applied to sectors? So if you can only have 5 inhabited systems, each sector can also only have 5 inhabited systems.
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# ? Apr 29, 2018 18:47 |
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Sector AI handles itself slightly better when there are fewer planets for a sector to worry about, but since you can just manually build buildings and whatnot in sectors now it means a lot less.
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# ? Apr 29, 2018 18:49 |
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That "lost to beauracracy" event for developing worlds seems like an awkward, but convenient, way to get tons of quick influence. I keep getting it and it nets me 144 influence in exchange for two ruined buildings and two really mad pops. Useful for quick expansion
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# ? Apr 29, 2018 18:53 |
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The whole game is just a series of awkward compromises between different half baked mechanics but I'm still enjoying myself somehow. Something about running a fictional state is just inherently fun and I wish they'd do their best a bit more to make the various components work well together, more interesting politics and espionage would be a great first step.
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# ? Apr 29, 2018 19:41 |
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Shibawanko posted:The whole game is just a series of awkward compromises between different half baked mechanics but I'm still enjoying myself somehow. Something about running a fictional state is just inherently fun and I wish they'd do their best a bit more to make the various components work well together, more interesting politics and espionage would be a great first step. This, I think better politics as well as a way to see the politics of neighbors would do a lot to make everyone more distinct and seem less generic
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# ? Apr 29, 2018 20:59 |
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I mean. They did just rewrite a huge amount of the game and discarded a lot of mechanics to make things work smoother because it wasn't working great before. Give them some time, they're doing a good job fixing things up. As someone who dumped a good 200 hours into the old version and have put almost half that into cherryh, it has been vastly improved since the original version.
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# ? Apr 29, 2018 21:03 |
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Captain Invictus posted:I mean. They did just rewrite a huge amount of the game and discarded a lot of mechanics to make things work smoother because it wasn't working great before. Give them some time, they're doing a good job fixing things up. As someone who dumped a good 200 hours into the old version and have put almost half that into cherryh, it has been vastly improved since the original version. I've been playing Stellaris almost since launch, and I absolutely agree. I bring up my issues with factions and such only because I think they're a priority to be worked on; I have no doubt that he devs will address that kind of stuff eventually.
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# ? Apr 29, 2018 21:38 |
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I'm pretty happy with the base game. At this point I'd like to see more developed flavor for all the nominally discrete variables. Like, other than robots, there's no real difference in the different species other than portraits. I would live events about things like plantoid species being grossed out by other species eating or temporary planetary happiness dips when a third if the population starts dropping spores, etc.
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# ? Apr 29, 2018 21:55 |
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Yeah it kind of sucks that at some point I don't even really look at the portraits anymore because the biological nature of your species has no bearing on the game. I'm playing a plant empire but it might as well be a human empire or a space parrot empire, it doesn't really matter. It ought to matter.
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# ? Apr 29, 2018 22:15 |
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Shibawanko posted:Yeah it kind of sucks that at some point I don't even really look at the portraits anymore because the biological nature of your species has no bearing on the game. I'm playing a plant empire but it might as well be a human empire or a space parrot empire, it doesn't really matter. It ought to matter. That's the tradeoff between customizable species and preset species
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# ? Apr 29, 2018 22:19 |
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Improbable Lobster posted:That's the tradeoff between customizable species and preset species Yeah I know, I don't want to lose the ability to customize my empire but some different kind of compromise must surely be possible. Maybe add a layer of biological traits that only apply to certain kinds of organisms, maybe have a few with small special traits, just anything to make it feel like the visuals are not just window dressing for a numbers game.
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# ? Apr 29, 2018 22:32 |
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Shibawanko posted:Yeah I know, I don't want to lose the ability to customize my empire but some different kind of compromise must surely be possible. Maybe add a layer of biological traits that only apply to certain kinds of organisms, maybe have a few with small special traits, just anything to make it feel like the visuals are not just window dressing for a numbers game. Yeah, going back to the Endless well, I'd be extremely OK with adding something like "The Humanoid portrait group comes with +5% habitability on all worlds and an event chain about humanoids, Plantoid get +10% of their energy income as food and events about being a plant", WTFever. Although obviously, this would all fall apart as soon as somebody noticed whichever portrait group got +minerals.
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# ? Apr 29, 2018 22:47 |
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darthbob88 posted:Yeah, going back to the Endless well, I'd be extremely OK with adding something like "The Humanoid portrait group comes with +5% habitability on all worlds and an event chain about humanoids, Plantoid get +10% of their energy income as food and events about being a plant", WTFever. Although obviously, this would all fall apart as soon as somebody noticed whichever portrait group got +minerals. As a consequence, this would only work if all the species types played as radically different as robots or purifiers. It would be quite hard to do that without more granularity.
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# ? Apr 29, 2018 23:07 |
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Omnicarus posted:I think if tiles were replaced with hexes and you could have 6 potential adjacency bonuses it would be more better than the current tiles since you only get ~4 sides with squares. I think hexes would be a nice thing if they are thinking about changing the way tiles work.
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# ? Apr 29, 2018 23:10 |
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Yeah that's about where I was going with my 'specific race traits' idea. Something that can't be genemodded/robomodded, which makes having different races around more interesting.
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# ? Apr 29, 2018 23:12 |
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ZypherIM posted:Stopping at cyborg is a pretty big mistake these days IMO. I don't like manually building my pops, I don't like losing the flavor of different alien races, and I can use the extra ascension perk.
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# ? Apr 29, 2018 23:12 |
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ulmont posted:I don't like manually building my pops, I don't like losing the flavor of different alien races, and I can use the extra ascension perk.
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# ? Apr 29, 2018 23:26 |
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darthbob88 posted:Although obviously, this would all fall apart as soon as somebody noticed whichever portrait group got +minerals. The real simple answer to that is either none of them do, or the one that does has some penalties to make up for it.
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# ? Apr 29, 2018 23:52 |
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So are there any folks who do good Stellaris runs on youtube? I've been working my way through Many A True Nerd's runs, his first one was a wee babby stellaris version with The Mighty Ducks, then he did one for Utopia with Space Romans(full livestreams and the highlights), and now he's doing Apocalypse with the manifestation of his cat in The Tabbys Empire. He is adorably incompetent at the game a lot of the time and charges forth full force with his terribly incorrect and uninformed assumptions about game mechanics and what's good or not(ohhhh, Disruptors, those are good, gotta have those) and seems to be blind to anything in the top 20% of the screen since he never pays attention to his alerts, but they're good fun to watch anyways especially with how things sometimes turn out. And he just encountered this bug with the Enigmatic Fortress, where it never stops waking up and broke his quest log. https://www.youtube.com/watch?v=506w3M0mmj4&hd=1&t=3406s
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# ? Apr 30, 2018 01:43 |
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You could do interactions based upon species type as well as ethics types. Like Xenophobic Marmots might be somewhat cooler with other mammals rather than goddamn walking plants.
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# ? Apr 30, 2018 02:54 |
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Chef Boyardeez Nuts posted:You could do interactions based upon species type as well as ethics types. Like Xenophobic Marmots might be somewhat cooler with other mammals rather than goddamn walking plants. This is already A Thing
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# ? Apr 30, 2018 02:57 |
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Chef Boyardeez Nuts posted:You could do interactions based upon species type as well as ethics types. Like Xenophobic Marmots might be somewhat cooler with other mammals rather than goddamn walking plants. This and a flavor event pack per species would go a long way. Outright bonuses tied to portraits might be a bit too much, or would have to be so pathetically small that you needn't bother. Edit: unwantedplatypus posted:This is already A Thing OK, maybe not a long way since I didn't notice.
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# ? Apr 30, 2018 02:58 |
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Hey, I've got a new multiplayer game starting in a week (May 5), at 3:00 PM EST. We're trying out some mods that we've tested to make sure they won't cause issues, and we were able to run fine for over 3 hours in a test game. Here are the mods we're using: https://steamcommunity.com/sharedfiles/filedetails/?id=1365826852 Discord link: https://discord.gg/ZvWaBeN You can also post what you want to play in this thread: https://forums.somethingawful.com/showthread.php?threadid=3850158 Here's how the last game ended. Organics.
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# ? Apr 30, 2018 18:34 |
Klingon w Bowl Cut posted:Hey, I've got a new multiplayer game starting in a week (May 5), at 3:00 PM EST. We're trying out some mods that we've tested to make sure they won't cause issues, and we were able to run fine for over 3 hours in a test game. I love the red star in the eye of the skull, that's a nice touch
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# ? Apr 30, 2018 18:46 |
How does this game work for multiplayer? All my single player games take like 20 hours on fastest, so how do you get everyone together long enough to play a multiplayer game?
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# ? Apr 30, 2018 18:53 |
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VikingofRock posted:How does this game work for multiplayer? All my single player games take like 20 hours on fastest, so how do you get everyone together long enough to play a multiplayer game?
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# ? Apr 30, 2018 19:14 |
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VikingofRock posted:How does this game work for multiplayer? All my single player games take like 20 hours on fastest, so how do you get everyone together long enough to play a multiplayer game? We just try to schedule a time that works for as many players as possible, Saturday afternoon is a popular timeslot. Sessions are typically 3 or 4 hours, so a game can take several weeks. Player attrition is a problem of course and no game ends with as many players as it started.
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# ? Apr 30, 2018 19:18 |
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How do you prevent sync errors?
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# ? May 1, 2018 03:54 |
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Play in hotseat mode
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# ? May 1, 2018 03:56 |
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# ? May 23, 2024 12:17 |
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Grammar-Bolshevik posted:How do you prevent sync errors? Try the 2.0.5 beta, I think it's just multiplayer stability fixes.
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# ? May 1, 2018 04:12 |