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I really hope science ships going through subspace can cause events that go "You done hosed up! You done gone looked in places mortals were never meant to see!"
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# ? May 10, 2018 16:50 |
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# ? May 25, 2024 13:49 |
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Libluini posted: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 think it is possible though; playing as the Exterminators, I would take planets from organics and always use the Extermination purge type (for whoever was asking several pages ago, I never ever saw this take more than 5 years, and never got a single revolt while purging a large galaxy of organics) and while they would reliably get wiped out, sometimes 1 or 2 pops would disappear 'early'. I assume they must have been displaced to somewhere.
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# ? May 10, 2018 16:52 |
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Ms Adequate posted:I really hope science ships going through subspace can cause events that go "You done hosed up! You done gone looked in places mortals were never meant to see!" Solid opportunity for a reference to The Jaunt. Could add Maniacal to the science officer at the cost of decreased lifespan? I kinda hope construction ships get some equivalent navigation option, maybe have it only apply within your own territory or something. I find myself constantly building construction ships for a single task and then deleting them because it's so much faster than trying to move them around until the gate network is up.
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# ? May 10, 2018 18:01 |
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Ms Adequate posted:I really hope science ships going through subspace can cause events that go "You done hosed up! You done gone looked in places mortals were never meant to see!"
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# ? May 10, 2018 18:07 |
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Ms Adequate posted:I really hope science ships going through subspace can cause events that go "You done hosed up! You done gone looked in places mortals were never meant to see!" https://www.youtube.com/watch?v=4sFd8aWT7Io (Not sure if this works while phone posting)
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# ? May 10, 2018 18:22 |
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So this basically adds in a worse version of jump drives that takes forever but is available much earlier? That's kinda cool.
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# ? May 10, 2018 18:22 |
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Worse version of jump drives that also have the perk of not causing horrible blue monstermen from the great beyond to flood into our reality for daring to have the hubris to cross into their domain. That's a nice perk IMO.
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# ? May 10, 2018 18:25 |
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It's only for science vessels but I kinda hope that can be modded.
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# ? May 10, 2018 18:27 |
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Someone mod in an Infinite Improbability Drive with a random chance of your ship ending up in a random system, or turned into a space whale
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# ? May 10, 2018 18:29 |
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Gadzuko posted:I kinda hope construction ships get some equivalent navigation option, maybe have it only apply within your own territory or something. I find myself constantly building construction ships for a single task and then deleting them because it's so much faster than trying to move them around until the gate network is up. Holy poo poo this.
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# ? May 10, 2018 18:30 |
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Idea: every starbase comes with a construction ship with no upkeep while docked but also no hyperdrive, on the premise that it's the base's automated support drone. You should then only need manual construction ships for building the starbases themselves, megastructures and maybe observation posts.
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# ? May 10, 2018 18:44 |
McSpanky posted:Idea: every starbase comes with a construction ship with no upkeep while docked but also no hyperdrive, on the premise that it's the base's automated support drone. You should then only need manual construction ships for building the starbases themselves, megastructures and maybe observation posts. Whoa yeah, worker drones at starbases would be a great idea.
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# ? May 10, 2018 18:47 |
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Psychotic Weasel posted:https://www.youtube.com/watch?v=4sFd8aWT7Io I really hope they add more eldritch horror type events in the game like the Horizon Signal event chain.
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# ? May 10, 2018 18:48 |
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I don't know why so many goons are like scared of space or whatever but like, it's amazing that when people envision exploring the stars they just imagine psychic dragons and horrors from the warp And it's presented like a fun thing yaknow haha I'm scared of made up poo poo in a videogame oh so scaaary the text could easily be something bad whatever knock yourselves out with how scared you are of this totally scary scenario in a videogame about harnessing the power of the sun and blowing up planets because you feel like it have you considered... the boogeyman... in space?
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# ? May 10, 2018 18:55 |
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Arrath posted:Whoa yeah, worker drones at starbases would be a great idea. It was apparently one of the ideas they had during the 2.0 rework. Mining bases and poo poo would just get built automatically and for free by the starbase, since every system is guaranteed to have one anyway. I think they probably should have done it - yeah it's a big change, but nothing of value would be lost.
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# ? May 10, 2018 19:53 |
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I mean they aren't really scary they're just fun. What's not fun about building a big fleet of spaceships to go blow up azathoth?
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# ? May 10, 2018 19:58 |
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Yeah it's not that big unknowable things or psychic space dragons or whatever are scary, it's that fighting them with your fleets is rad
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# ? May 10, 2018 20:06 |
Psychotic Weasel posted: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. Some of them should be able to independently acquire means to emigrate even if it's banned imo. I am literally exterminating a species I don't think they'd care too much about following my prohibitions against finding whatever flying scrap heap they can find and attempting to flee by whatever means necessary.
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# ? May 10, 2018 21:04 |
DatonKallandor posted:It was apparently one of the ideas they had during the 2.0 rework. Mining bases and poo poo would just get built automatically and for free by the starbase, since every system is guaranteed to have one anyway. Even if I still have to pay for them, being able to right click a system or planet with resources and tell the station to build a mine with some little local construction drones would be nice.
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# ? May 10, 2018 21:10 |
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So I'm going to give a super tall empire another shot I think. How in the hell am I supposed to deal with research? A guy on reddit that had all traditions by 2320 used a 1000 star galaxy, whereas my previous attempt was 800 and I ran out of stars to research and anamolies to give me research points. Or am I supposed to just give up until all my traditions are finished and then spam habitats w/ full research labs? Then I guess I have to figure out what I'm going to do after I'm done. Maybe I'll go on a vassal spree.
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# ? May 10, 2018 21:13 |
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Nuclearmonkee posted:Even if I still have to pay for them, being able to right click a system or planet with resources and tell the station to build a mine with some little local construction drones would be nice. Yeah it would kill a bit of micro to have that handled by starbases instead of maneuvering a boat around
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# ? May 10, 2018 21:13 |
Vasudus posted:So I'm going to give a super tall empire another shot I think. How in the hell am I supposed to deal with research? A guy on reddit that had all traditions by 2320 used a 1000 star galaxy, whereas my previous attempt was 800 and I ran out of stars to research and anamolies to give me research points. Or am I supposed to just give up until all my traditions are finished and then spam habitats w/ full research labs? What do you mean by "super tall"? One planet runs are not really a thing any more, if that's what you're trying. However, you can run quite tall with ~3-5 planets and ~20-30 claimed systems, and do well. The trick, just like with the old one planet runs, was to NOT DIE before your tech and unity lead becomes insurmountable.
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# ? May 10, 2018 21:16 |
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ConfusedUs posted:What do you mean by "super tall"? Yeah like 3 planets and 15-20 systems tops I guess. Guess it really is as simple as it seems, I'll just hope ye olde randomizer puts me in a quiet part of the galaxy.
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# ? May 10, 2018 21:18 |
Vasudus posted:Yeah like 3 planets and 15-20 systems tops I guess. Spawning next to any total war civic is going to suck. But in almost any other situation you can throw research agreements and favorable trade deals at your neighbors until they love you, especially if you are xenophile or have a charismatic leader. Once you get into a couple of NAPs you're golden.
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# ? May 10, 2018 21:25 |
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Why is everyone talking about bullshit that's not TAME SPACE AMOEBA
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# ? May 10, 2018 21:31 |
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Splicer posted:Why is everyone talking about bullshit that's not TAME SPACE AMOEBA Until it's confirmed that I can farm void clouds for lightning I'm not interested.
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# ? May 10, 2018 21:40 |
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Aethernet posted:Until it's confirmed that I can farm void clouds for
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# ? May 10, 2018 21:43 |
Ham Sandwiches posted:I don't know why so many goons are like scared of space or whatever but like, it's amazing that when people envision exploring the stars they just imagine psychic dragons and horrors from the warp
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# ? May 10, 2018 21:56 |
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Nessus posted:Warhammer 40k ground a lot of grooves into people's brains. Cos it's great, like it's a stupid cash cow sure but it makes for good fights when you put it in a videogame. Splicer posted:Why is everyone talking about bullshit that's not TAME SPACE AMOEBA I'm more wondering if enemies will respawn, cos hunting stuff would be more interesting that way.
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# ? May 10, 2018 22:28 |
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OwlFancier posted:I'm more wondering if enemies will respawn, cos hunting stuff would be more interesting that way. There do need to be more respawning enemies, and I'm not talking about just pirates.
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# ? May 10, 2018 22:45 |
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Similar to pirate bases it'd be neat if some of the aliens had nests and stuff. Course I also want uninhabitable/unclaimable areas of space due to terrain hazards which function as no mans land and fill up with pirates so it'd go well with that too. With the new disconnected sectors thing it'd be neat to have some that are full of horrible gribbler nests.
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# ? May 10, 2018 22:50 |
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There's already code for monster respawn by default. The trouble is they can only spawn in areas where you or anyone else has zero intel. # Space Monster respawn event = { id = galactic_features.362 hide_window = yes is_triggered_only = yes immediate = { random_system = { limit = { has_star_flag = blue_system NOT = { any_ship_in_system = { exists = owner owner = { is_country_type = crystal } } any_country = { intel_level = { level > low system = prev } } } } Which is nowhere. The file is galactic_features_events.txt, and almost all the space monsters are treated similarly to this example. Now, it used to be that this event was called by 00_on_actions.txt to fire it every so often, but that doesn't seem to be controlled from there now. I don't know where it's called, IF it's called. Bloodly fucked around with this message at 23:19 on May 10, 2018 |
# ? May 10, 2018 22:59 |
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The problem with respawning monsters is they have to happen in unclaimed space, and right now by mid game the costs of leaving neighboring systems unclaimed is higher than the cost to just claim them. By the time you undock your fleet and catch up to pirates they have blown up 500 minerals worth of mining stations and cost you maybe another hundred in increased fleet maintenance costs and lost income. What would make more sense is if systems cost more upkeep the further they were away from a colonized planet. 1-2 systems away: normal maintenance, 3-4: double energy upkeep for starbases & mining / research stations, 5+: triple upkeep and double the effect on tech & unityc costs. This would both give an incentive to spread out colonies in large empires, and for small-medium empires not to just grab every system.
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# ? May 11, 2018 00:19 |
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^^With nebulas blocking vision, monsters should have at least some places to spawn that are intel-less right?Nuclearmonkee posted:Even if I still have to pay for them, being able to right click a system or planet with resources and tell the station to build a mine with some little local construction drones would be nice. Yeah the free part isn't crucial to the idea. Just making it work like in Sins of a Solar Empire (select system -> push mine button -> local construction ship builds mines) would help a lot already.
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# ? May 11, 2018 01:29 |
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Or again terrain modifiers that make claiming an area impossible/even more undesirable. It's a common sci fi trope and makes an interesting one in stellaris because it affects empire borders. You could limit the pirate activity in said space too so that it's not a complete pain, only small raids, enough to be contained by a few defence platforms, but if you go into the area it will draw bigger pirate/monster fleets or perhaps a kind of leviathan that only patrols within that area. If you wanted to you could even make it a late game thing that some of those spaces could be made habitable, like say there's some funky nebula making all systems in it uninhabitable, you can have a megaproject to stabilize the nebula in each system and maybe they have good resources in them. Adds a late game gold rush sort of thing for people to play around with. OwlFancier fucked around with this message at 01:32 on May 11, 2018 |
# ? May 11, 2018 01:30 |
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quote:^^With nebulas blocking vision, monsters should have at least some places to spawn that are intel-less right? You have no reason to not build Starbases in those areas because of the eventual Nebula Refineries, which also tend to become Anchorage-heavy if one's in your territory. They'd have to be beyond a Fallen Empire territory or some such to be fully inaccessible.
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# ? May 11, 2018 02:42 |
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You do end up with no dead space very early sadly that's true. That's the downside of "no bad systems". The way SotS created dead space was by simply having signifcant chunks of the galaxy be not useful to the player race but potentially useful to the AI, with some bits not useful to anyone. The bits that were contested ended up dead space if the "not useful" side won, and the bits that weren't good for anyone were good breeding grounds for minor menaces like space bees. With those local space animals spilling into empire space if they fill up their natural habitat. Every system having enough space-based resources in it to make it worth claiming, and everyone living on more or less the same planets means every empire wants to expand, always and in every direction - and can actually do so.
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# ? May 11, 2018 02:58 |
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I can't stop playing this game! Also, that sense of "what's out there?" when you first start a new game really hits the spot.
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# ? May 11, 2018 09:02 |
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Gekkoh posted:I can't stop playing this game! Yeah, unfortunately that dies off pretty early on as the game transfers from exploration to bureaucracy. Hopefully that's what Distant Stars aims to fix.
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# ? May 11, 2018 10:45 |
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# ? May 25, 2024 13:49 |
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Finally got around to take the psionic path and dick around in the Shroud. Here's my track record: 1. Got psi shields, 2. Got thrown out, 3. Got a malus to research, 4. Got thrown out again, 5. Got a malus to unity, 6. Accidentaly listened on some ancients talking and pissed off the Materialist FE, 7. Summoned an angry psionic Avatar i couldn't control (appeared in my fortress system and got blown out of the sku before I could even take a look). Still didn't talk to any Chaos Gods - they're probably avoiding me, afraid that my Shroud luck is contaigious..
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# ? May 11, 2018 11:09 |