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Epicurius posted:I guess my big question with that plan is, if you do that, and you and i federate, do you control the new state or do I? Have it work like Archon mode in Starcraft 2: You both control the new state. Simultaneously.
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# ? May 2, 2018 00:49 |
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# ? May 26, 2024 01:11 |
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I guess it depends on whether or not you see the federation as space NATO or space UN. It feels a lot more like space NATO right now, which honestly isn't a bad way to do it. Does need fleshing out though, certainty.
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# ? May 2, 2018 00:55 |
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"We are the materialists! We hate that our society has no robots!" "We are the spiritualists! We hate that our society has robots!" Might as well build some robots, I guess.
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# ? May 2, 2018 03:28 |
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The spiritualists are mad that your policy allows robots at all regardless of whether you're using them, if you'd rather have happy spiritualists you can disallow robots entirely to make them happy.
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# ? May 2, 2018 03:44 |
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VikingofRock posted:I gene-modded my primary species after getting psyonics (in order to get rid of their "weak" modifier), and now they are no longer psyonic. Is there a way to get that back? It feels like a bug, so I'm fine with modding some file somewhere in the save or whatever. Turn on debugtooltip in the console, open the species window and mouseover your species to get the ID. Then type add_trait_species # trait_psionic in the console, where # is the ID you found earlier. Console is opened with ` or ~ (at least on a US keyboard). http://stellaris.paradoxwikis.com/Console_commands#List_of_Traits_.28Species.29
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# ? May 2, 2018 05:41 |
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You gotta be careful to make sure the template you're using has the traits like psionic and isn't a template based on their base form.
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# ? May 2, 2018 06:48 |
GotLag posted:Turn on debugtooltip in the console, open the species window and mouseover your species to get the ID. Then type add_trait_species # trait_psionic in the console, where # is the ID you found earlier. Black Pants posted:You gotta be careful to make sure the template you're using has the traits like psionic and isn't a template based on their base form. Thanks both. Out of curiosity, will I still be able to earn achievements after messing around in the console?
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# ? May 2, 2018 10:02 |
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VikingofRock posted:Thanks both. Out of curiosity, will I still be able to earn achievements after messing around in the console? Almost certainly not. What would be the point of achievements if you could make most of them happen by jabbing a few lines into the console?
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# ? May 2, 2018 10:09 |
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Epicurius posted:That's pretty much what the Star Trek New Horizon mod does when you form the Federation. I guess my big question with that plan is, if you do that, and you and i federate, do you control the new state or do I? You'd still control your own planets and expand your own space, just certain statewide bonuses would apply to all members, maybe even have shared unity and food outputs, but influence gets distributed among members or something. It would make sense if joining a federation would raise the number of core sector planets so you essentially can become a "sector" of the bigger federation, you then need fewer governors and have more free leader slots for other stuff. There should always be the temptation to leave the federation once its bonuses stop being relevant, but maybe the federation should have some bonuses against a leaving member (like "intimate knowledge -20% evade" or something) to force them to rejoin at the cost of influence and opinion or some mechanism like that. It should feel like the federation from Star Trek, but less stable.
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# ? May 2, 2018 10:54 |
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Tomn posted:Almost certainly not. What would be the point of achievements if you could make most of them happen by jabbing a few lines into the console? What's the point of them anyway?
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# ? May 2, 2018 11:13 |
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VikingofRock posted:Thanks both. Out of curiosity, will I still be able to earn achievements after messing around in the console? Console is disabled on ironman mode, which is a requirement of getting achievements to begin with.
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# ? May 2, 2018 11:17 |
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https://twitter.com/Martin_Anward/status/991592929033629696?s=19 Wiz advertising the new Devouring Swarm Deliveroo service.
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# ? May 2, 2018 11:34 |
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Aethernet posted:https://twitter.com/Martin_Anward/status/991592929033629696?s=19 S.S. Botany Bay? Seems legit, let's check it out!
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# ? May 2, 2018 11:38 |
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That event chain has to end with xeno army tech on one of its branches, right?
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# ? May 2, 2018 11:42 |
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Aethernet posted:https://twitter.com/Martin_Anward/status/991592929033629696?s=19
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# ? May 2, 2018 11:43 |
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The big thing I hope from the pack is more long-term story events ala Worm. Stuff with consequences.
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# ? May 2, 2018 12:54 |
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I'm sure that the Horizon Signal chain had one for the capsule with your DNA event?
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# ? May 2, 2018 12:55 |
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Spanish Matlock posted:That event chain has to end with xeno army tech on one of its branches, right?
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# ? May 2, 2018 13:12 |
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Probably ties back to the same reasons the ability to destroy planets, or depopulate them during a war, wasn't possible prior to the changes that came in 2.0 - it messed with the ways territory and wars worked. With that out of the way I imagine they're coming, the team just hasn't gotten back around to it yet.
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# ? May 2, 2018 13:22 |
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Cloaked biowar cruisers plz
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# ? May 2, 2018 13:29 |
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Psychotic Weasel posted:Probably ties back to the same reasons the ability to destroy planets, or depopulate them during a war, wasn't possible prior to the changes that came in 2.0 - it messed with the ways territory and wars worked. Also a use for gene clinics late game.
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# ? May 2, 2018 13:53 |
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Aethernet posted:Cloaked biowar cruisers plz Genocidal space whales forever
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# ? May 2, 2018 14:23 |
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Tomn posted:Genocidal space whales forever Death to gas giants!
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# ? May 2, 2018 14:26 |
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Tomn posted:Genocidal space whales forever https://steamcommunity.com/sharedfiles/filedetails/?id=1317326847 This mod makes several space monsters into constantly spawning threats. Tiyanki are one of them. They aren't the most dangerous, mind you.
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# ? May 2, 2018 14:35 |
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Bloodly posted:https://steamcommunity.com/sharedfiles/filedetails/?id=1317326847 Sorry. Genocidal PSYCHIC space whales.
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# ? May 2, 2018 14:41 |
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Splicer posted:a missile class plague torpedo or a fleet transport that that drops plague bombs instead of armies seems like a natural progression. Liir player spotted. Next you need a cloaking module that lets you slip invisible fleets through enemy chokepoint systems.
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# ? May 2, 2018 14:54 |
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Cloaking as a tech that enables a class of "spec ops" ships that can move without being seen* and past closed borders is something I want to see in an eventual espionage expansion. *subject to some kind of counter, maybe the ability to spend energy to sweep a system for suspected cloaked vessels?
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# ? May 2, 2018 15:13 |
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I still want a midgame tech to weaponize asteroid fields in a way that your fleet can use them as creeping cover or you just throw a ton at a (fort?) planet. Basically Armageddon bombardment done cheap.
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# ? May 2, 2018 15:15 |
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GunnerJ posted:Cloaking as a tech that enables a class of "spec ops" ships that can move without being seen* and past closed borders is something I want to see in an eventual espionage expansion. A high upkeep starbase building would be fine for detection.
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# ? May 2, 2018 15:29 |
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ThatBasqueGuy posted:I still want a midgame tech to weaponize asteroid fields in a way that your fleet can use them as creeping cover or you just throw a ton at a (fort?) planet. Basically Armageddon bombardment done cheap. I want terraforming on a galactic scale. Make new suns and planets, turn suns into black holes, blanket my empire in a shroud of nebula dust. Construct and destroy hyperlanes. Create my own little L-system pockets to ride out the endgame crisis.
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# ? May 2, 2018 15:34 |
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wiegieman posted:A high upkeep starbase building would be fine for detection. Only if it shows up around the time jump drives become possible so chokepoints don't completely negate the purpose.
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# ? May 2, 2018 15:37 |
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I switched to Liberation Wars policy as a "peaceful" Machine Intelligence, hoping to take a chunk out of my rear end in a top hat spiritualist neighbor and turn it into the beginning of a vassal empire, but the Ideology casus belli isn't triggering. Could it be related to the 4 ethics points mod I'm using (my leftover point after Machine Intelligence was spent on Materialist)?
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# ? May 2, 2018 15:39 |
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toasterwarrior posted:I switched to Liberation Wars policy as a "peaceful" Machine Intelligence, hoping to take a chunk out of my rear end in a top hat spiritualist neighbor and turn it into the beginning of a vassal empire, but the Ideology casus belli isn't triggering. Could it be related to the 4 ethics points mod I'm using (my leftover point after Machine Intelligence was spent on Materialist)? Given that you can't have ethics as robots in the vanilla version of the game and consequently can't liberate, I'm guessing it's your mod.
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# ? May 2, 2018 15:50 |
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Aethernet posted:Given that you can't have ethics as robots in the vanilla version of the game and consequently can't liberate, I'm guessing it's your mod. Figures. I saw some older posts on Reddit saying that robots can liberate and that they would end up with Despicable Neutrals, and a community rep saying that the bug was fixed in an upcoming patch, but I guess that functionality got stripped out a long time ago.
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# ? May 2, 2018 15:59 |
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ThatBasqueGuy posted:I still want a midgame tech to weaponize asteroid fields in a way that your fleet can use them as creeping cover or you just throw a ton at a (fort?) planet. Basically Armageddon bombardment done cheap. Anything like that would be good. I want more input during fights, like a "enter asteroid belt" or something where both fleets have a higher chance of damage to capital ships while corvettes are fine.
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# ? May 2, 2018 16:06 |
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Soylent Pudding posted:Liir player spotted. Next you need a cloaking module that lets you slip invisible fleets through enemy chokepoint systems.
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# ? May 2, 2018 16:41 |
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Splicer posted:I hope so. I know I won't be able to replicate SotS1 plague bomb runs but still, they were good times. Abduct pops, spend science time developing pathogen, deploy pathogen. Pops on world carry plague and die slowly, victim can work on cures/vaccine using science. Depending on migration rules plague may jump across worlds, might even infect mutate to affect other species. And of course there would be similar malware for machine pops. You could almost build a whole expansion around this stuff.
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# ? May 2, 2018 16:49 |
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Splicer posted:Morrigi were my poison, as evidenced by my inability to stop building hangar cruisers and battleships no matter how bad they are. Try cranking up the base and rotation speeds on strike craft. That helps them a lot.
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# ? May 2, 2018 16:58 |
illectro posted:Abduct pops, spend science time developing pathogen, deploy pathogen. Pops on world carry plague and die slowly, victim can work on cures/vaccine using science. Depending on migration rules plague may jump across worlds, might even infect mutate to affect other species. Yes yes yes!!
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# ? May 2, 2018 18:04 |
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# ? May 26, 2024 01:11 |
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LaserShark posted:"We are the materialists! We hate that our society has no robots!" There is only one step left to do: Suppress that faction, activate resettlement if you can, disperse the unruly Spiritualists so they can't work together, wait until the faction is utterly crushed!
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# ? May 2, 2018 18:07 |