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Whorelord
May 1, 2013

Jump into the well...

just started 3 jumps away from a ruined ringworld and got the cybrex as my precursors. should be a good game then?

also, is the precursor you get weighted by your ethics at all? I seem to get the cybrex way more often as a materialist than the others.


Also, if you get the contingency but have a different precursor do the cybrex still show up?

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Koorisch
Mar 29, 2009
Christ, I hate trying to get a specific type of scientist, I really wish they just made it so you could pick a few of the expertise types of scientist you want instead of this random "give me 200 credits and I'll find someone random" crap, I just spend 6k energy trying to get one with Computing and I got like 2 Physics researchers out of 30.

It's like gambling but in a really unfun and dumb way.

GunnerJ
Aug 1, 2005

Do you think this is funny?

Koorisch posted:

It's like gambling but in a really unfun and dumb way.

This also describes the tech deck system tbh.

GunnerJ
Aug 1, 2005

Do you think this is funny?
Like just imagine going through the effort of hiring/firing dozens of scientists to get a computing specialist and then computing techs almost never show up. This is why I basically ignore scientist specialties, they're a possibly good bonus that I have no reliable way to leverage.

Koorisch
Mar 29, 2009

GunnerJ posted:

This also describes the tech deck system tbh.

"Oh hey, guys, I just noticed that our generators can't produce enough power to sustain our empire, mind if we could research some more effective types of power generation?"
"gently caress you asshat, you don't tell me what to learn, I'ma gonna learn how to shoot better lasers instead!"

Meldonox
Jan 13, 2006

Hey, are you listening to a word I'm saying?

Whorelord posted:

Also, if you get the contingency but have a different precursor do the cybrex still show up?

Yep. I had them show up and my precursor was the First League.

Zeron
Oct 23, 2010

Koorisch posted:

Christ, I hate trying to get a specific type of scientist, I really wish they just made it so you could pick a few of the expertise types of scientist you want instead of this random "give me 200 credits and I'll find someone random" crap, I just spend 6k energy trying to get one with Computing and I got like 2 Physics researchers out of 30.

It's like gambling but in a really unfun and dumb way.

This mod sounds like what you are looking for. It costs more energy to get more advanced/powerful traits for leaders, but gives you the option to choose any leader trait you want. It's quite nice.

Though yeah I agree, the entire leader system is just kind of sad at the moment. It could use really use a revamp.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

GunnerJ posted:

Like just imagine going through the effort of hiring/firing dozens of scientists to get a computing specialist and then computing techs almost never show up. This is why I basically ignore scientist specialities, they're a possibly good bonus that I have no reliable way to leverage.
You research the non-computer techs with the computer specialist scientist which makes the computer techs more likely to show up, or you research with a more appropriate scientist, then swap out for the computer scientists at the very last second. Which isn't annoying at all!

WIZ the specialist system contains a fundamental flaw and I'm NOT talking the tile draw system as a concept. The fundamental flaw is that the scientist you want during the research and the scientist you want finishing the research are often not the same scientist. You need to decouple the card roll entirely from the researching scientist's research quality. There's a bunch of ways you could do that and still keep the base mechanic of the scientist shuffle intact!

Speaking of the scientist shuffle, it's way too awkward to swap leaders around at the moment. If you assign a leader to do another leader's job the second leader should also take the first leader's job. Seriously, that would make even the non-weird version of the scientist shuffle way less annoying. And why don't researching scientists gain levels traits in vanilla? It doesn't add anything and leads to a similar situation where the job you want a scientist doing while they're levelling may not be the job you want them doing when they level.

Also if you have Assist Research you should be able to press a button and have it auto-path to the unassisted planet with the most science.

Splicer fucked around with this message at 17:26 on Jun 3, 2018

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."
The whole assign a scientist to research thing isn't really necessary anyway. Just put all the scientists that aren't currently on a spaceship into a research pool, have the tech draw based on your entire pool and make each research more or less effective depending on who you've got in your research pool. 3 out of 5 of your scientists are ship design specialists? You're gonna research ships very, very quickly, and you don't have to manually shuffle them around.

GunnerJ
Aug 1, 2005

Do you think this is funny?

Splicer posted:

You research the non-computer techs with the computer specialist scientist which makes the computer techs more likely to show up,

The flip side to this though is that specialties have a downside in making things outside the specialization less likely to show up. Which is bad if you actually need something besides particles or voidcraft or whatever and it gets edged out due to the odds.

ZypherIM
Nov 8, 2010

"I want to see what she's in love with."

Splicer posted:

And why don't researching scientists gain levels in vanilla? It doesn't add anything and leads to a similar situation where the job you want a scientist doing while they're levelling may not be the job you want them doing when they level.


This bit is uh, straight wrong? Leading research gives the scientist 3.5 xp per month. Assist research is .1 per day (3.0 per month), the various survey/anomaly give a flat rate on completion.

@Koorish: Digging super hard for an additive bonus is probably not as impactful as you think it is. Settling for a +5/10% on everything is probably going to be more net research points, so unless you're after one specific tech there isn't that much to gain from branch specific research.

Krazuel
Nov 23, 2004

Not doing that again!
Anyone having some screwy issues with the fleet manager?
My last game it would constantly over produce units for my fleets so when I had 3 fleets going and hit reinforce or whatever after a bit there would be like 30 different sleeping fleets in various parts of my empire because the fleet they were heading to merge with filled up already. I figured I had set something wrong in the fleet manager and didn't worry about it as I was already at endgame crisis before it became an issue.

My current game, I'm running into the same bug again. This time I can see why it wants to spend $8k minerals to reinforce my fleet that is missing one ship. The fleet manager thinks I'm missing 30 corvettes when its only 1.
I'm not playing with any mods, is there any mod that overhauls the fleet manager to not make it derpy or do I just have to pay attention instead of hitting my reinforce all buttons? :(



Edit: I was like 10 pages behind on the thread when I posted, when I caught up literally the last two pages wax poetical about how bad autoupgrade is and explaining thats why my fleet manager was loving up all over the place.

Krazuel fucked around with this message at 02:41 on Jun 4, 2018

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

ZypherIM posted:

This bit is uh, straight wrong? Leading research gives the scientist 3.5 xp per month. Assist research is .1 per day (3.0 per month), the various survey/anomaly give a flat rate on completion.

@Koorish: Digging super hard for an additive bonus is probably not as impactful as you think it is. Settling for a +5/10% on everything is probably going to be more net research points, so unless you're after one specific tech there isn't that much to gain from branch specific research.
poo poo, that should say "traits". Edited.

GunnerJ posted:

The flip side to this though is that specialties have a downside in making things outside the specialization less likely to show up. Which is bad if you actually need something besides particles or voidcraft or whatever and it gets edged out due to the odds.
Yup! The whole thing is a mess.

DatonKallandor posted:

The whole assign a scientist to research thing isn't really necessary anyway. Just put all the scientists that aren't currently on a spaceship into a research pool, have the tech draw based on your entire pool and make each research more or less effective depending on who you've got in your research pool. 3 out of 5 of your scientists are ship design specialists? You're gonna research ships very, very quickly, and you don't have to manually shuffle them around.
Similar problem. I have a guy who's good at computers and a guy who's good at particle physics. I'm currently researching lasers and want to roll automated exploration next. So I want the particles guy in the research pool for the boost, but I want the computers guy in the pool for the roll (and the particle guy out to prevent roll dilution). So I either put both in the pool, meaning I'm down a science ship, or just put particle guy in, meaning I won't get the roll, or I put the computers guy in, meaning I research slower but get the roll, or I put the computer guy in a ship and leave him scanning until just before the roll and then swap him out for the particle guy at the last minute so I get the computer guy roll and not the particle roll and also all my scanning. Which is the optimal option and also a giant pain in the hole to execute.

I was thinking something like each scientist of the right colour rolling a pet project whenever research finishes. So Pete the Particle Researcher has just wrapped up Awesome Lasers. The three random techs get rolled as normal and anyone can be used to research them. But Pete also rolls on the Particle Physics table and comes up with an idea for Even More Awesome Lasers. You can choose that instead, but only Pete can be primary researcher for it because it's his pet project. Meanwhile Claire the Computer Scientist has been out scanning stuff and gets an idea for a new and better AI but you can only research it if Claire is the lead researcher. Meanwhile Frank the Fields Guy who's Assisting Research rolls a blank and adds nothing of interest. This shifts the bonus techs from who is currently researching to who is going to be researching. It doesn't matter what Claire is doing when you finish the tech, it only matters where you move her afterwards.

If we swapped Assist Research out for a Research Pool like you said though, this could still work. You wouldn't need to explicitly assign Claire as the primary researcher, as long as she's in the pool she counts. You just wouldn't be able to pull her back out again until you finished or cancelled the research.

Shugojin
Sep 6, 2007

THE TAIL THAT BURNS TWICE AS BRIGHT...


Man, the AI just cannot handle the Phase-Shifted World anomaly, can it? My neighbor pulled it, did not stabilize it, and has spent the last 200+ years losing a colony over and over and over and over and over and...

genericnick
Dec 26, 2012

I like the idea. But why not throw the old system away entirely and just base all tech rolls on scientists?

Penultimatum
Apr 2, 2010
I think an improvement for the research pool idea is to allow the player to select a focus for each of the three research types based on any of the leaders in the pool. So for example if you had an industry specialist you could specialize engineering research in industry, increasing the chance of drawing industry technologies from the tech deck. You could also set research to "unfocused" and get an unbiased draw. This would stop you from having to shuffle scientists around into and out of your leader pool. I think that rather than being able to specialize in "spark of genius" or "maniacal" having leaders with those traits in your pool would just provide a passive bonus to drawing cards with that specialty. Additionally, the leader with the highest bonus for researching a specific technology would apply the full bonus with each additional leader in the pool providing a marginally decreasing benefit. That way you could improve your research by having more scientists at the cost of leader capacity, and you'd have a trade-off between choosing leaders who are helpful in all research vs. being able to specialize tech draws.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

Splicer posted:

Similar problem. I have a guy who's good at computers and a guy who's good at particle physics. I'm currently researching lasers and want to roll automated exploration next. So I want the particles guy in the research pool for the boost, but I want the computers guy in the pool for the roll (and the particle guy out to prevent roll dilution). So I either put both in the pool, meaning I'm down a science ship, or just put particle guy in, meaning I won't get the roll, or I put the computers guy in, meaning I research slower but get the roll, or I put the computer guy in a ship and leave him scanning until just before the roll and then swap him out for the particle guy at the last minute so I get the computer guy roll and not the particle roll and also all my scanning. Which is the optimal option and also a giant pain in the hole to execute.

Yeah I would just make the amount of tech cards you draw equal to the amount of scientists + whatever feels good as a baseline. Basically every scientist in your pool draws one tech, weighted for their preference with one or two generic "this is always good tech" rolls. That would have the nice side-effect of letting you dig for more tech options in general by hiring more scientists - and letting you dig for specific tech by spending a lot of money getting multiple specific specialists. Especially good if you need some kind of Perk requirement tech.

hobbesmaster
Jan 28, 2008

Is enemies using gateways in your protectorate's space a bug?

Staltran
Jan 3, 2013

Fallen Rib
More like an oversight. Your protectorates don't join you in your wars, so there's nothing stopping them from having open borders with your enemies. They could fix it by forcing your protectorates's borders closed with people you're at war with.

e: Also in case anyone cares, I tidied up the UI a bit on the tech/tradition cost app a little bit.

Staltran fucked around with this message at 19:59 on Jun 3, 2018

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
L-Cluster spoilers:

If you build a Ringworld in the L-Cluster some of your tiles can end up generating nanite resources

hobbesmaster
Jan 28, 2008

Is there a mod that lets you withdraw from a federation and surrender a war? Alternatively one that makes you the primary defender if its your space thats occupied.

I've been in war continuously in this dumbass federation and I can't withdraw unless they're all over and I can't surrender because I'm not the "primary" defender.'

Wait! I figured it out, I surrendered to the horde which solved all my problems! They were ironically the only faction I was at war with that wasn't an issue.

hobbesmaster fucked around with this message at 20:45 on Jun 3, 2018

Shugojin
Sep 6, 2007

THE TAIL THAT BURNS TWICE AS BRIGHT...


So the newly-risen Human empire on Sol III got murdered by the Grey Tempest

Sorry, guys. My bad.

CrazyTolradi
Oct 2, 2011

It feels so good to be so bad.....at posting.

Shugojin posted:

So the newly-risen Human empire on Sol III got murdered by the Grey Tempest

Sorry, guys. My bad.
You did the galaxy a favour.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
I just can't stop colonising tomb worlds. I don't even terraform them. The gaia worlds are too busy and the regular worlds just tend to blur together, but tomb worlds feel just right.

Krazuel
Nov 23, 2004

Not doing that again!

Shugojin posted:

So the newly-risen Human empire on Sol III got murdered by the Grey Tempest

Sorry, guys. My bad.

I on the other hand just now managed to clear over to claim an L-gate.


All of the L-gates were clustered on the other side of the galaxy, I was just able to get to one.. now that I own about 1/4 of the galaxy.

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
Some of the Corvettes in my oldest fleet have made it to "Elite". I checked on the wiki to see what that meant, and apparently ships get +1 experience per day in combat. It takes 11100 experience to get to Elite.

Poor little bastards have been in combat for nearly a quarter of the game so far (27 years; current year: 2309). Rock on, you poor, war weary sons of bitches. The Commonewealth of Man appreciates your sacrifices. :911:

SniperWoreConverse
Mar 20, 2010



Gun Saliva

DatonKallandor posted:

The whole assign a scientist to research thing isn't really necessary anyway. Just put all the scientists that aren't currently on a spaceship into a research pool, have the tech draw based on your entire pool and make each research more or less effective depending on who you've got in your research pool. 3 out of 5 of your scientists are ship design specialists? You're gonna research ships very, very quickly, and you don't have to manually shuffle them around.

This could be a great change, depending on how it's implemented. Probably should make it so that you may want other kinds of leaders, that way you don't WANT to blow 5k on hiring an insane poo poo load of scientists

Or make it so that the effective research speed is the average skill of every scientist in the national institute, then add in all their traits. Keeps you from going too crazy hiring guys, and still gives an advantage to blowing cash on having a lot, if you want the trade off in less leaders of other kinds, or can level them good.

This also makes multi trait vets extremely desirable & gives a solid reason to level up your guys out in the world where they can get bonus traits, then retire them to the institute to put their expertise from field work to use.

IMO Feels better for a guy to excavate an ancient battle and then apply it to developing a new army instead of that guy staying out until death just cause it gets anoms done quicker than some noob.

RedSnapper
Nov 22, 2016

Krazuel posted:

.. now that I own about 1/4 of the galaxy.

To paraphrase Russian border security doctrine: "The only safe chokepoint is one with your fleets on both sides"

Gelf
Oct 1, 2005

Wake up and smell the psychosis!\

I love this stupid game, I just hit 300 hours.

However Distant Stars has been a little bit of a fart in the elevator experience. I have been struck down with the stuttering bug introduced to some with Niven. At my current game late 2300's, I'm experiencing monthly 30 second hang ups on a system with specs that should make that impossible! Something has gone wrong in the coding dept. this version.

Also I got my 7th L-gate insight and traveled to an entirely empty L-cluster, built some outposts and mined these nanite resource deposits for some interesting but hardly thrilling modifiers. Is that it? I've read some stuff about good and bad variants of the L cluster story, but not in detail as I wanted to avoid spoilers. Is my situation of an entirely empty L cluster, all mine for the taking, a feature or a bug? I genuinely don't know, but either way it's rather disappointing to have paid for it.

Xenaero
Sep 26, 2006


Slippery Tilde


What in the pulsar heck are THESE odds?

Dogen
May 5, 2002

Bury my body down by the highwayside, so that my old evil spirit can get a Greyhound bus and ride

Gelf posted:

Also I got my 7th L-gate insight and traveled to an entirely empty L-cluster, built some outposts and mined these nanite resource deposits for some interesting but hardly thrilling modifiers. Is that it? I've read some stuff about good and bad variants of the L cluster story, but not in detail as I wanted to avoid spoilers. Is my situation of an entirely empty L cluster, all mine for the taking, a feature or a bug? I genuinely don't know, but either way it's rather disappointing to have paid for it.

40% chance it’s empty as you experienced, is what has been said previously in the thread.

Black Pants
Jan 16, 2008

Such comfortable, magical pants!
Lipstick Apathy
Yeah they've acknowledged feedback re the L-cluster and performance issues and they said they're going to work on making the L-cluster more interesting and are putting all of their dev resources into fixing perfomance now that they are in post-patch maintenance mode. Might be something in 2.1.1? I dunno, they don't seem to be finished pouring stuff into that patch yet.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
Yeah I can't finish any games past about 12 hours or so, but it's fun as hell leading up to that 12. Hope for performance fixes real soon.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
Yeah, even the beta patch only does so much to fix performance at the moment. It's not quite monthly for me but in my current game I'm into the 2550's and it freezes every ~March and ~October for a bit while things are sorted out; always on the first of the month, too. Not sure if it's related to the L-cluster (since they've been dead for some time now) or just the AI rework in general. It can get pretty obnoxious so I hope they find a solution soon.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
I could see the L-Cluster going the way of Ascensions, where the nanomachines! L-Cluster stays Distant Worlds specific but new L-Cluster variants get added with new content packs.

Mine is empty so I'm filling it full of megastructures in anticipation of the endgame crisis.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

SniperWoreConverse posted:

This could be a great change, depending on how it's implemented. Probably should make it so that you may want other kinds of leaders, that way you don't WANT to blow 5k on hiring an insane poo poo load of scientists

[b]Or make it so that the effective research speed is the average skill of every scientist in the national institute, then add in all their traits. Keeps you from going too crazy hiring guys, and still gives an advantage to blowing cash on having a lot, if you want the trade off in less leaders of other kinds, or can level them good.

This also makes multi trait vets extremely desirable & gives a solid reason to level up your guys out in the world where they can get bonus traits, then retire them to the institute to put their expertise from field work to use.

IMO Feels better for a guy to excavate an ancient battle and then apply it to developing a new army instead of that guy staying out until death just cause it gets anoms done quicker than some noob.
Again the bolded bit leads to having a guy you don't want in the pool during research (because he's slowing you down with his low skill), but do want in the pool just as you finish the research (because he has a trait you want for the roll). But otherwise yeah.

DatonKallandor posted:

Yeah I would just make the amount of tech cards you draw equal to the amount of scientists + whatever feels good as a baseline. Basically every scientist in your pool draws one tech, weighted for their preference with one or two generic "this is always good tech" rolls. That would have the nice side-effect of letting you dig for more tech options in general by hiring more scientists - and letting you dig for specific tech by spending a lot of money getting multiple specific specialists. Especially good if you need some kind of Perk requirement tech.
Assuming by "pool" you mean your entire set of scientists including ones out exploring, yeah. Have the most likely roll result be "Nothing!" to reduce the benefit of going utterly hog wild on scientists, so the average number of cards is something like 2 + (total number of scientists / 3)

Black Pants
Jan 16, 2008

Such comfortable, magical pants!
Lipstick Apathy

Splicer posted:

I could see the L-Cluster going the way of Ascensions, where the nanomachines! L-Cluster stays Distant Worlds specific but new L-Cluster variants get added with new content packs.

Mine is empty so I'm filling it full of megastructures in anticipation of the endgame crisis.

Modders can make their own L-clusters now, so eventually people will start adding various extra-galactic places.

Fintilgin
Sep 29, 2004

Fintilgin sweeps!

Psychotic Weasel posted:

Yeah, even the beta patch only does so much to fix performance at the moment. It's not quite monthly for me but in my current game I'm into the 2550's and it freezes every ~March and ~October for a bit while things are sorted out; always on the first of the month, too. Not sure if it's related to the L-cluster (since they've been dead for some time now) or just the AI rework in general. It can get pretty obnoxious so I hope they find a solution soon.

Honestly the daily ticks are slow enough now for me that I may end up having to give up on the game for a while, until I get a new computer.... maybe next year? It used to be the early game was fast, late game slow, but with 2.0 forward it feels like the game starts slow for me and gets slower. :smith:

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Fintilgin posted:

Honestly the daily ticks are slow enough now for me that I may end up having to give up on the game for a while, until I get a new computer.... maybe next year? It used to be the early game was fast, late game slow, but with 2.0 forward it feels like the game starts slow for me and gets slower. :smith:
I wonder how much of that is the AI trying to handle planets.

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really queer Christmas
Apr 22, 2014

Maybe just a coincidence, but it feels like the games slowdown becomes a thing for me whenever I open the L-gate or around mid-game (when I assume an AI has opened it).

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