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OwlFancier
Aug 22, 2013

Aethernet posted:

You...don't? The reinforcements will just come straight to your fleet, from the closest station.

Sometime in the next 20 years, however, if that station is not entirely devoted to shipyards.

It will queue up everything at the single shipyard rather than figuring out what will get you stuff delivered fastest. Also not great if you have your dedicated shipyard specced to produce more elite or lower upkeep ships.

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Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer

OwlFancier posted:

Sometime in the next 20 years, however, if that station is not entirely devoted to shipyards.

It will queue up everything at the single shipyard rather than figuring out what will get you stuff delivered fastest. Also not great if you have your dedicated shipyard specced to produce more elite or lower upkeep ships.

But why would you have a shipyard not devoted to shipyards? Especially one just behind the front line?

OwlFancier
Aug 22, 2013

Because I don't generally need more than six shipyards of production capacity and one set of quality modifiers, hence one central production yard, but I do want to be able to refit ships at their bases which are close to the front, and which only requires a single shipyard to do. A single yard can also be replaced with another module quickly in the event of a war, if necessary. So I have to pick between being able to refit and loving up the reinforcement function.

Frontline refit facilities are supremely useful, but they are also supremely annoying because the fleet manager can't handle them existing at all.

OwlFancier fucked around with this message at 05:37 on Jun 27, 2018

ConfusedUs
Feb 24, 2004

Bees?
You want fucking bees?
Here you go!
ROLL INITIATIVE!!





OwlFancier posted:

Because I don't generally need more than six shipyards of production capacity and one set of quality modifiers, hence one central production yard, but I do want to be able to refit ships at their bases which are close to the front, and which only requires a single shipyard to do. A single yard can also be replaced with another module quickly in the event of a war, if necessary. So I have to pick between being able to refit and loving up the reinforcement function.

Frontline refit facilities are supremely useful, but they are also supremely annoying because the fleet manager can't handle them existing at all.

I just use captured starbases for frontline refits during wars.

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer
Perhaps we just have different playstyles then, because I always have a shipyard near the front line so I can ignore things like 'losses' and steamroller the opponent with mineral production. Has a WE hit, but if you're going to take losses anyway you might as well plan for it.

OwlFancier
Aug 22, 2013

ConfusedUs posted:

I just use captured starbases for frontline refits during wars.

It's more so that you can refit before you attack, or before the first enemy wave shows up.

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer
I just discovered Riggan Spice now gives +5% fire rate and +10% army damage - I think it used to give ethics attraction. When did that change?

Agnosticnixie
Jan 6, 2015
Playing on max hyperlanes has made me learn to appreciate double (and even triple) ion cannons on citadels, since pretty much every defensive war turns into scorched earth as I basically get ready to write off anything that isn't either an enclave, actually good strategic resources (like zro or triple crystal monstrosities), a settled world, or the systems that keep those connected. Also not doing poo poo like 6 shipyard slots in the single imperial fleet yard lest the enemy beeline for the place and puts it out of commission one year into it.

Tarquinn
Jul 3, 2007

I know I’ve made some very poor decisions recently, but I can give you
my complete assurance that my work will be back to normal.
Hell Gem
I seem to have the worst luck with end game crises. It’s not that they are too hard, but with what shows up. Before Apocalypse it was the outsiders all the time, never got the old AI one and now in 6+ games it is always the contingency. In two years and dozens of games I have seen the Praethoryns a grand total of two times. :psyduck:

Edit: Also no horizon signal whatsoever. I’m almost convinced the DLC never installed properly. :v:

Tarquinn fucked around with this message at 06:50 on Jun 27, 2018

PittTheElder
Feb 13, 2012

:geno: Yes, it's like a lava lamp.

AAAAA! Real Muenster posted:

You can stop the Contingency from happening? Please tell me how and also point out where others have stated that you can. Oh you are saying "turn off all end-game crises". Right, yeah, see above.

It's trivial to mod out a crisis, and you're playing multiplayer so iron man and acheivements are already a non issue. You could have done it in less time than you've spent posting about it here.

Rynoto
Apr 27, 2009
It doesn't help that I'm fat as fuck, so my face shouldn't be shown off in the first place.
Did they make Living Metal more common since pre-2.0 or did I get exceedingly lucky to have it spawn in the system next to my starting one. (From an anomaly)

Also do like the changes they've made since.

Black Pants
Jan 16, 2008

Such comfortable, magical pants!
Lipstick Apathy

Vengarr posted:

A Citadel that's fully kitted out for defense with the max number of defense stations can have 40k-ish fleet power, enough to hold off all but the strongest fleets.

The NSC mod has an extra-tier space station that's supposed to be even stronger than that. Think I'm gonna give that mod another try.

Gadzuko posted:

Someone was posting last page about having multiple 1 mil+ fleets thanks to NSC ship types so I doubt the relative power of bastions is really going to keep up. I have never used NSC though.

I also had 520k power starbases.Could've been stronger, with civics and ascension perks focusing on them, and also probably with more care given to defensive platform outfitting.

I'd also like to point out that the AI does use NSC pretty well, though doesn't seem to know to make the nonsense dreadnought/titan fleets I did. They put up a good fight though, especially with fed fleets, though also suffer from the trickle problem I mentioned. They group their fleets up into scary hellish murderballs but when they decide on a target to send said fleets at, they don't factor in differing fleet speeds so they get split up.

Redeye Flight
Mar 26, 2010

God, I'm so tired. What the hell did I post last night?

Rynoto posted:

Did they make Living Metal more common since pre-2.0 or did I get exceedingly lucky to have it spawn in the system next to my starting one. (From an anomaly)

Also do like the changes they've made since.

I'm fairly certain it's slightly more common, if still very rare. You definitely got exceedingly lucky, though.

isndl
May 2, 2012
I WON A CONTEST IN TG AND ALL I GOT WAS THIS CUSTOM TITLE

Rynoto posted:

Did they make Living Metal more common since pre-2.0 or did I get exceedingly lucky to have it spawn in the system next to my starting one. (From an anomaly)

Also do like the changes they've made since.

One of the changes they made to strategic resources was to have most of them spawned in via anomaly rather than seeded as part of map gen, so you're more likely to hit them as part of surveying your surroundings. Triggering Living Metal literally next door is crazy lucky though.

Pocky In My Pocket
Jan 27, 2005

Giant robots shouldn't fight!






Has anyone else had living metal spawn but not trigger the tech to appear?

binge crotching
Apr 2, 2010

Pocky In My Pocket posted:

Has anyone else had living metal spawn but not trigger the tech to appear?

Yep, there is a long standing bug with one of the anomaly events. It was supposed to have been fixed, so maybe they fixed that one and broke a new event?

Sloober
Apr 1, 2011

isndl posted:

Speaking of defense platforms - what compositions do you guys use? My lazy solution is "zap everything with lightning" but maybe there's an advantage to using torpedo platforms or something.

Sucks that platforms are now limited to two sections, I'd like to mix in some PD but I don't want 50% of my platforms to be PD and I don't want to have to count to see if any PD type platforms got destroyed after a battle either.

I usually have 4 different ones, a small section anti-corvette platform with autocannons and plasma, a 4x missile platform, and a 2-L platform with a kinetic battery and neutron launcher, for anti-cruiser/battleships and a 8x PD platform which is usually 2 flak and 6 point defense

OwlFancier posted:

Multiple fleet bases are sensible but I don't think you really need more than one shipyard for most of the game, because you shouldn't be losing that many ships. And given the stupidity of the reinforcement system queuing up things at random yards it's very much preferred to only one one heavily developed shipyard almost all the time if you want to minimize logistical headaches wondering why it's taking twenty years to build a new fleet because the game decided they all needed to be built at a single slipway refit yard at the arse end of your empire.

I'd rather have backups, and when they get linked with gates you can generate a 200 cap fleet in a year's time

Nightgull posted:

I built all farms on that event size 25 Gaia world with the +20% food attribute, is that a good idea or did I waste a Gaia world. If it matters I’ll never have to build another farm again and my empire is growing like crazy with something like +30 food

Early on i'd rather use the bonus gaia production towards minerals or research. also this event seems incredibly common that i get it like 80% of the time. (Which is absolutely fine as i will not turn down at 25-tile gaia.)

Sloober fucked around with this message at 13:33 on Jun 27, 2018

psydude
Apr 1, 2008

I'm at that point in this play through of Stellaris where I've already beaten the end game faction, defeated all of the fallen/awakened empires, and researched everything. But I'm stuck in a stupid war with the other federation where, despite me having taken over all of their star bases, invaded most of their planets, and their war exhaustion being 100%, my ally won't sue for peace. And we're the defending belligerent, too.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

PittTheElder posted:

It's trivial to mod out a crisis, and you're playing multiplayer so iron man and acheivements are already a non issue. You could have done it in less time than you've spent posting about it here.
Fair enough, I didnt consider that because one of my friends is a stickler about modding games, but I could easily at least do that for myself.

binge crotching
Apr 2, 2010

Sloober posted:

I usually have 4 different ones, a small section anti-corvette platform with autocannons and plasma, a 4x missile platform, and a 2-L platform with a kinetic battery and neutron launcher, for anti-cruiser/battleships and a 8x PD platform which is usually 2 flak and 6 point defense

That is about 100x more micro than I want to deal with. I just build a generic one with medium guns, 2x kinetic, 2x energy. It's far from perfect, but it's also easy.

Sloober posted:

I'd rather have backups, and when they get linked with gates you can generate a 200 cap fleet in a year's time

This is so true. I plan my shipyards to be at wormholes/gateways. Ideally at one of the combo wormhole/gateway systems. Any wormhole system I build at that doesn't have a gateway will get one as soon as I can build it there.


Sloober posted:

Early on i'd rather use the bonus gaia production towards minerals or research. also this event seems incredibly common that i get it like 80% of the time. (Which is absolutely fine as i will not turn down at 25-tile gaia.)

Unless the AI gets the anomaly and decides not to follow up, it'll show up at some point. The chain can start on any gas giant, but is much more common within the first 20 years of the game.

code:
debris_gasgiant_category_temp = {
        desc = "debris_gasgiant_category_temp_desc"
        picture = "GFX_evt_ship_in_orbit"
        level = 3

        max_once_global = yes
        
        spawn_chance = {
                modifier = {
                        add = 3
                        has_distar = yes
                        is_planet_class = pc_gas_giant
                }
                modifier = {
                        add = 30
                        is_planet_class = pc_gas_giant
                        years_passed < 20
                }
                modifier = {
                        add = 10
                        is_planet_class = pc_gas_giant
                        years_passed > 20
                        years_passed < 50
                }
                modifier = {
                        factor = 0
                        from.owner = {
                                NOR = {
                                        species_portrait = mam5
                                        species_portrait = fun4
                                }
                        }
                }
        }
        
        on_success = distar.1000
}

hobbesmaster
Jan 28, 2008

binge crotching posted:

That is about 100x more micro than I want to deal with. I just build a generic one with medium guns, 2x kinetic, 2x energy. It's far from perfect, but it's also easy.


This is so true. I plan my shipyards to be at wormholes/gateways. Ideally at one of the combo wormhole/gateway systems. Any wormhole system I build at that doesn't have a gateway will get one as soon as I can build it there.


Unless the AI gets the anomaly and decides not to follow up, it'll show up at some point. The chain can start on any gas giant, but is much more common within the first 20 years of the game.

code:
debris_gasgiant_category_temp = {
        desc = "debris_gasgiant_category_temp_desc"
        picture = "GFX_evt_ship_in_orbit"
        level = 3

        max_once_global = yes
        
        spawn_chance = {
                modifier = {
                        add = 3
                        has_distar = yes
                        is_planet_class = pc_gas_giant
                }
                modifier = {
                        add = 30
                        is_planet_class = pc_gas_giant
                        years_passed < 20
                }
                modifier = {
                        add = 10
                        is_planet_class = pc_gas_giant
                        years_passed > 20
                        years_passed < 50
                }
                modifier = {
                        factor = 0
                        from.owner = {
                                NOR = {
                                        species_portrait = mam5
                                        species_portrait = fun4
                                }
                        }
                }
        }
        
        on_success = distar.1000
}


Whats with the species portraits?

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

binge crotching posted:

Yep, there is a long standing bug with one of the anomaly events. It was supposed to have been fixed, so maybe they fixed that one and broke a new event?

Is there a way to force the technology via console command or something? I'm at the point where I've researched everything and I still don't have the ability to use that particular resource.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

binge crotching posted:

Best reason to play machine empires. The mega warforms are the strongest non-event army in the game, so I just build 30 of them and have a stack that can assault any planet out there.

The shroud army is the best in the game, but is extremely limited in number, and super rng dependent on top of that.

And yes, it does take forever to get the minerals to build 30 of the things, but it's so drat worth it.

The best reason to play Determined Exterminators is so that you can use the Stronger Orbital Bombardment mod and glass the organics into oblivion. On my latest run I've taken over half the galaxy, glassed nearly every planet I've encountered, and only invaded planets with primitive empires (turns out dropping a loving Titan on some guys armed with spears is a good way to ensure victory).

Captain Invictus
Apr 5, 2005

Try reading some manga!


Clever Betty
heh. I've got the invasive observation going on on a few planets with my determined exterminators, and one of them straight up created the XCOM Project to stop me.

I forgot about it for a while, and then a decade or two later, the XCOM Project was disbanded due to too many countries pulling funding. Cute.

Sloober
Apr 1, 2011

binge crotching posted:

That is about 100x more micro than I want to deal with. I just build a generic one with medium guns, 2x kinetic, 2x energy. It's far from perfect, but it's also easy.

You only have to set them up once? Early on you don't have the tech to setup most of them nor the minerals to even build more than a few. Takes more work to setup ship loadouts

Koramei
Nov 11, 2011

I have three regrets
The first is to be born in Joseon.
Haven't played this since launch but I'm thinking of catching up on the DLC and playing it again now there's the Steam sale. How essential is Apocalypse? Looking at the feature list, I think I can do without the extra war stuff like the big ships and destroying planets (or do those add more than I'm realizing?) but the unity ambitions and marauders seem like they could add a lot? It's not on much of a sale now though, is it worthwhile? Also Synthetic Dawn's reviews are kinda eh, is there a legitimate reason for that or is it just Paradox fans overreacting about something?

Fojar38
Sep 2, 2011


Sorry I meant to say I hope that the police use maximum force and kill or maim a bunch of innocent people, thus paving a way for a proletarian uprising and socialist utopia


also here's a stupid take
---------------------------->
I was initially worried about the reviews but they're a bunch of BS and I'm glad I ignored them and went with my gut. I also recall hearing something about Chinese review-bombing because there's no Chinese localization.

feller
Jul 5, 2006


Marauders aren’t usually great, but once in a while the great khan will actually do some stuff before dying which is nice. The colossus stuff isn’t a huge deal but you eventually get tired of claims and armies and colossi let you bypass both.

Unity ambitions are great and I wouldn’t want to play without them. They only come into play pretty far into the game though so if you don’t actually stick with games that long (no judgment here) then you can pass.

Captain Invictus
Apr 5, 2005

Try reading some manga!


Clever Betty
all stellaris reviews are getting bombed ever since the cherryh update, it fundamentally changed the game in a lot of ways and pissed off a lot of morons. It's far better than it ever was before now, synthetic dawn adds a lot of stuff related to synths and robots and is definitely worth getting, apocalypse is good and the unity ambitions are extremely useful endgame additions. The marauders can be kinda dumb but are interesting as a midgame crisis(The Great Khan), they provide a useful territorial roadblock for enemy empires, and you can harass other empires with them or hire entire fleets/admirals/generals for a hefty price. Colossi are weird and I've never used them but they certainly are threatening when an enemy empire has them, and building one instantly sets all other empires able to declare Total War against you as you are now a bond villain with a death laser.

Basically all the content updates are worth it, and if you've got the extra cash, the cosmetic dlc are good for variety in species looks.

edit: unity ambitions only really show up once you have almost entirely filled out the unity perks, which can take at least a century most of the time. They're literally there as something to do with unity once you've filled out the perks, but are insanely strong, such as +5 influence per month, +20% increased research speed, significantly faster defense buildup, significantly stronger home territory firepower, etc.

Captain Invictus fucked around with this message at 17:46 on Jun 27, 2018

Black Pants
Jan 16, 2008

Such comfortable, magical pants!
Lipstick Apathy

Koramei posted:

Haven't played this since launch but I'm thinking of catching up on the DLC and playing it again now there's the Steam sale. How essential is Apocalypse? Looking at the feature list, I think I can do without the extra war stuff like the big ships and destroying planets (or do those add more than I'm realizing?) but the unity ambitions and marauders seem like they could add a lot? It's not on much of a sale now though, is it worthwhile? Also Synthetic Dawn's reviews are kinda eh, is there a legitimate reason for that or is it just Paradox fans overreacting about something?

Mostly review bombing over an unfinished Chinese localisation (that had to be hacked in to use at all) being pulled while they work on doing it properly. Synthetic Dawn is good.

Apocalypse is tough. I really like Marauders and Titans and while Collossi themselves are give or take, they do allow you to do Total War wars when you have one, which are nice as hell by that point if you're not playing a genocidal empire. It's kinda pricey still though.

Conskill
May 7, 2007

I got an 'F' in Geometry.
Synthetic Dawn is great if robots is a theme you want to play with. It does robots really well, but all it really does is robots. It's the most hot/cold DLC in my opinion because of that.

Apocalypse is more generally useful but aimed toward endgame stuff more than anything. Good pick if your games go long enough to see titans and blow up planets.

Vengarr
Jun 17, 2010

Smashed before noon

psydude posted:

I'm at that point in this play through of Stellaris where I've already beaten the end game faction, defeated all of the fallen/awakened empires, and researched everything. But I'm stuck in a stupid war with the other federation where, despite me having taken over all of their star bases, invaded most of their planets, and their war exhaustion being 100%, my ally won't sue for peace. And we're the defending belligerent, too.

Force them to surrender using the console. It’s the only way to make federations tolerable.

binge crotching
Apr 2, 2010

Beer4TheBeerGod posted:

Is there a way to force the technology via console command or something? I'm at the point where I've researched everything and I still don't have the ability to use that particular resource.

Open the console and run the following command: effect give_technology = { tech = tech_mine_living_metal }

You can also just run event crisis.2037 a couple of times if it's easier to type.

PittTheElder
Feb 13, 2012

:geno: Yes, it's like a lava lamp.

Black Pants posted:

Apocalypse is tough. I really like Marauders and Titans and while Collossi themselves are give or take, they do allow you to do Total War wars when you have one, which are nice as hell by that point if you're not playing a genocidal empire.

Yeah, this is insanely powerful. Plus it allows you to use all the influence you would have used on claims to juice your empire with edicts.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

Koramei posted:

Haven't played this since launch but I'm thinking of catching up on the DLC and playing it again now there's the Steam sale. How essential is Apocalypse? Looking at the feature list, I think I can do without the extra war stuff like the big ships and destroying planets (or do those add more than I'm realizing?) but the unity ambitions and marauders seem like they could add a lot? It's not on much of a sale now though, is it worthwhile? Also Synthetic Dawn's reviews are kinda eh, is there a legitimate reason for that or is it just Paradox fans overreacting about something?
I had not played since launch and the 2.0 update and everything since have been great. They are working on an update that removes tiles from planets, which will be awesome, and there will also probably be a deeper sale then too. You could probably get a good idea if you want the expansions if you give the basegame a go without buying anything?

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer
Worth noting that Distant Stars, although probably still full price, adds so many more events that the galaxy feels much more alive.

Vengarr
Jun 17, 2010

Smashed before noon
If you take the Synthetic ascension path and turn your people into Synths, do they lose their species traits?

I'm playing Fanatic Materialist for the first time and I'm hesitating to pull the trigger on Synthetic ascension because it just seems kinda meh. The bonuses for cyborgs are pretty weak, and while synths are good, I could just...have synths normally.

binge crotching
Apr 2, 2010

Vengarr posted:

I'm playing Fanatic Materialist for the first time and I'm hesitating to pull the trigger on Synthetic ascension because it just seems kinda meh. The bonuses for cyborgs are pretty weak, and while synths are good, I could just...have synths normally.

Do you like manually building every single pop? I always stop at cyborgs, because I want my dudes to grow normally (while also being able to build robots at the same time).

psydude
Apr 1, 2008

Does choosing the sapient AI technology always result in the contingency appearing, or does it just increase the likelihood?

Also I enjoyed horizon signal.

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ZypherIM
Nov 8, 2010

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

binge crotching posted:

Do you like manually building every single pop? I always stop at cyborgs, because I want my dudes to grow normally (while also being able to build robots at the same time).

If you're not going full synth you should just go a different path because you're missing out hard on bonuses.

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