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We asked for it. Seriously, in this thread.
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# ? May 9, 2018 04:49 |
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# ? May 23, 2024 12:44 |
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Not just here. Others also kept harping on and on about it. Now it's done, everyone can finally shut up about it.
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# ? May 9, 2018 05:02 |
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What are the other silly demands the community keeps pressing wiz about? Like unicorns, or fixing sectors, or something like that.
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# ? May 9, 2018 05:05 |
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Blorg body pillow is legit great though?
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# ? May 9, 2018 05:15 |
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OwlFancier posted:Blorg body pillow is legit great though? Will purchase.
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# ? May 9, 2018 05:59 |
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O brave new world, that hath such pillows in it!
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# ? May 9, 2018 06:05 |
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Baronjutter posted:What are the other silly demands the community keeps pressing wiz about? Like unicorns, or fixing sectors, or something like that. Internal politics for EU4 Make Prussia Blue Again Fix the AI
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# ? May 9, 2018 06:08 |
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PittTheElder posted:Internal politics for EU4 All of which the marketing folks that threw this together should've been working on! -The paradox forums right now
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# ? May 9, 2018 06:11 |
Splicer posted:Goes into a pool that gets sucked from 1 to 1 with research. So if you have a 1000 point research and get 300 points you'll be progressing twice as fast until you hit 600 research and then you'll drop back to standard speed. I actually found out a couple weeks ago that research modifiers get applied to both the points going into the pool, and points being taken out of the pool. o if your engineering income is 100 and you have no tech selected, and your engineering modifier with no tech selected (so no expertise bonus) is +50%, you get 150 points into the engineering pool. Then if you select a tech, 100 points get taken out of the pool and get the +50%, so you have as much research invested in the tech as if you had had it selected originally, but also another 50 points in the pool for next month. So as long as you have a positive modifier (which is always) you should never research with an empty pool (except this is really dumb). I've been meaning to make a bug report but
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# ? May 9, 2018 07:28 |
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Staltran posted:I actually found out a couple weeks ago that research modifiers get applied to both the points going into the pool, and points being taken out of the pool. o if your engineering income is 100 and you have no tech selected, and your engineering modifier with no tech selected (so no expertise bonus) is +50%, you get 150 points into the engineering pool. Then if you select a tech, 100 points get taken out of the pool and get the +50%, so you have as much research invested in the tech as if you had had it selected originally, but also another 50 points in the pool for next month. So as long as you have a positive modifier (which is always) you should never research with an empty pool (except this is really dumb). I've been meaning to make a bug report but (Valid as of last time I checked, may have been fixed in the past few months)
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# ? May 9, 2018 08:45 |
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Current edge case bug I saw is having gene mod causing pops to need to be assimilated again until the game ticks that they are already cybernetic and instantly assimilates them all. This also works with newly conquered species that you are assimilating if you research a quick gene mod fast enough (or use the console command to finish the research project).
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# ? May 9, 2018 13:17 |
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I had that happen on my assimilator game. I gene-modded my cyberslaves in like 2460 and for like 2 months my income was like -7500 before the game realized what happened. I legit thought I had to wait for the timer to tick off normally after the first month passed.
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# ? May 9, 2018 16:06 |
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I had someone surrender to me while playing Determined Exterminators. That was weird. I'll take the achievement though!
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# ? May 9, 2018 17:48 |
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Baronjutter posted:What are the other silly demands the community keeps pressing wiz about? Like unicorns, or fixing sectors, or something like that. One thing I hope WIZ implements, is the ability to tracks certain event triggers to the background music, in addition to the ability to detect the beats-per-minute of the song. So, like a midi file, modders could then write certain events that occur to the pops you see on a planet. For example: Blorg and other fungus dance to the percussion of the song -plantoids sway left and right to the string section... humanoids bob up and down, and the oxen mammals (the ones that open their mouths) would open and close them to the choral portions. Then, as a rogue servitor, I could finally listen to 'distant nebula' ft. Mia Stegmar on a 25 pop planet, and watch as my xenophile collection all dance and sing in unison to the music. ... or a working AI...
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# ? May 9, 2018 22:43 |
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Is there anything that can be done about anomalies that spawn events? Because sometimes I queue up 20 or so systems to survey, get an anomaly-spawned event that requires my science vessel to stop and deal with it, and then I have to re-queue all the surveying again and it sucks.
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# ? May 9, 2018 22:49 |
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GunnerJ posted:Is there anything that can be done about anomalies that spawn events? Because sometimes I queue up 20 or so systems to survey, get an anomaly-spawned event that requires my science vessel to stop and deal with it, and then I have to re-queue all the surveying again and it sucks.
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# ? May 9, 2018 22:58 |
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Splicer posted:Do you mean anomaly spawned special projects or something else? Shift-click your ship to research the project, it'll finish your queued explores and then backtrack. I do mean projects and that is not what I want it to do. I want it to do the project first and then explore, not hop 20 systems and them come all the way back a decade later or whatever.
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# ? May 9, 2018 22:59 |
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I think it's Shift+Ctrl+Click - that will put that order at the top of the queue without deleting anything else.
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# ? May 9, 2018 23:00 |
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Psychotic Weasel posted:I think it's Shift+Ctrl+Click - that will put that order at the top of the queue without deleting anything else. Huge if true.
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# ? May 9, 2018 23:14 |
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iospace posted:I had someone surrender to me while playing Determined Exterminators. That was weird. Clearly, they were an entire race of nihilists who simply didn't care anymore
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# ? May 9, 2018 23:20 |
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Or they didn’t think you were that determined
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# ? May 9, 2018 23:36 |
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Exterminators, pfff, just propaganda, they are probably all talk, no action.
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# ? May 9, 2018 23:52 |
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i won't believe they actually exterminate anyone until i talk to someone that had it happen to them, its all just hearsay till then
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# ? May 10, 2018 00:02 |
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Maybe they finished the Vultaum questline and decided to just die
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# ? May 10, 2018 00:42 |
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When you're out raiding your neighbor's population, yet don't have any free tiles on any of your planets... uh, where does that pop go? Poof? Digested? Curious minds want to know.
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# ? May 10, 2018 00:46 |
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You've actually got a point...I don't think there's ever been refugees from Exterminator purges ever. Even with Refugees Welcome.
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# ? May 10, 2018 00:55 |
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Bloodly posted:You've actually got a point...I don't think there's ever been refugees from Exterminator purges ever. Even with Refugees Welcome. Allowing them to escape and pursue their organic agenda would be a mistake!
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# ? May 10, 2018 00:59 |
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I can't remember if it was Determined Exterminator or Fanatic Purifiers, but there was one game I played where they got big and then a fallen empire declared war on them, which ended rather abruptly with the genocidal empire surrendering and suddenly the fallen empire owned all their territory across a quarter of the galaxy.
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# ? May 10, 2018 01:49 |
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Psychotic Weasel posted:I think it's Shift+Ctrl+Click - that will put that order at the top of the queue without deleting anything else. Correct and when I learned about this command a few weeks ago it was revelatory.
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# ? May 10, 2018 02:31 |
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Now if it would only work in planetary build queues.
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# ? May 10, 2018 03:16 |
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Might be a bug- When was a limit of three habitats per system added in? Or are you only able to build one at a time per system?
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# ? May 10, 2018 06:41 |
One at a time per system now. No idea why.
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# ? May 10, 2018 07:14 |
One at a time per system now. No idea why.
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# ? May 10, 2018 07:14 |
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One at a time per system now. No idea why.
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# ? May 10, 2018 07:29 |
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One at a time per system now. No idea why.
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# ? May 10, 2018 07:55 |
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System at an idea per why now. No one time.
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# ? May 10, 2018 09:13 |
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Bloodly posted:You've actually got a point...I don't think there's ever been refugees from Exterminator purges ever. Even with Refugees Welcome. I'm wondering about this kind of thing, too. I've had a run where an Exterminator purged one of my neighbours (Humans) and even though they went from enemies to our best friends (including a defensive pact and a migration treaty), none of them ever tried to run away from the purges. There wasn't even a single pop migrating normally during the time mankind went slowly extinct. I had 1-2 planets prepared for their preference, but all for nothing. They all died. Considering I used a mod to make my machine empire able to take in organics, I assume it's possible the mod is bugged.
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# ? May 10, 2018 10:29 |
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They may not have had the chance to flee, if migration was banned under in their former 'main' empire there would be no way for them to get to you (also check your own migration and refugee policies to make sure they're compatable). And unlike Displacement purge which encourages them to get out the actual extermination purge may not have left enough time to get anyone out before they got turned into hamburger. Also, today's diary on the Niven update: https://forum.paradoxplaza.com/foru...gation.1096931/ Psychotic Weasel fucked around with this message at 13:24 on May 10, 2018 |
# ? May 10, 2018 13:22 |
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Strategic resources sound interesting, co-existing with some monsters sound interesting, science ships being able to just go places with mid game tech is nice.
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# ? May 10, 2018 14:02 |
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# ? May 23, 2024 12:44 |
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All those things are cool and good.
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# ? May 10, 2018 16:15 |