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Yeowch!!! My Balls!!! posted:as a bonus you can cause the Iron Men problem if you really balls it all up loving score i am all over that.
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# ? Nov 3, 2018 21:16 |
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# ? May 25, 2024 20:30 |
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Ciaphas posted:the fact that you were able to answer with what sounds like very specific ingame terminology tells me i just might enjoy this, if i can beat the learning curve/my default "mild dislike" of strategy games It's actually a bit difficult to capture the flavor of the Adeptus Mechanicus because the game's political system considers "really into science and technology" and "really into religion" to be mutually exclusive values, for better or worse.
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# ? Nov 3, 2018 21:20 |
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I mean the admech isn't really into science, they're really into technology as relics. So they should have very little science output and instead be extremely good at finding horrible poo poo that murders them.
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# ? Nov 3, 2018 21:58 |
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Yeah, but most Stellaris Spiritualists would at least look very much askance at the cybernetic poo poo the AdMech comes up with.
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# ? Nov 3, 2018 22:01 |
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GunnerJ posted:Yeah, but most Stellaris Spiritualists would at least look very much askance at the cybernetic poo poo the AdMech comes up with. It looks like spiritualists aren't actually blocked off from the synthetic ascension path, it will just make all the other spiritualists hate them. Which actually seems like it would fit the Adeptus Mechanicus just fine. And let's be honest, if they could totally robot-ify themselves instead of halfway they probably would.
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# ? Nov 3, 2018 22:48 |
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Bremen posted:It looks like spiritualists aren't actually blocked off from the synthetic ascension path, it will just make all the other spiritualists hate them. yeah afaik the only reason they haven't gone full synthetic is they haven't work out how to do so without lobotomizing themselves, essentially
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# ? Nov 3, 2018 22:50 |
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Ciaphas posted:yeah afaik the only reason they haven't gone full synthetic is they haven't work out how to do so without lobotomizing themselves, essentially The first step in the Synthetic Ascension path lets you turn your people (and anyone else you can shove into the factory) into cyborgs. The second step is only available late game and lets you turn everyone into immortal superpowered robots. So it fits; the Adeptus Mechanicus would just be spiritualists in the midgame part of the path.
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# ? Nov 3, 2018 22:54 |
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Ciaphas posted:loving score i am all over that. Best part: You can then decide to side with the Iron Men and fight your old empire.
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# ? Nov 3, 2018 22:58 |
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Bremen posted:It looks like spiritualists aren't actually blocked off from the synthetic ascension path, it will just make all the other spiritualists hate them. Well, that's why I said most. But I guess it could be done, sure. It'd just be weird as hell.
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# ? Nov 3, 2018 23:38 |
GunnerJ posted:It's actually a bit difficult to capture the flavor of the Adeptus Mechanicus because the game's political system considers "really into science and technology" and "really into religion" to be mutually exclusive values, for better or worse. I still think that only fanatic variants of a particular ethos should be mutually exclusive with the opposing side. Science cults are a staple of sci-fi. Peaceable warrior race who will gently caress YOU UP if you start a fight? Same. Societies that really love some aliens and fear the rest? Same again.
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# ? Nov 3, 2018 23:45 |
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well not knowing what any of this actually does, just reading all of the tooltips and quotes and stuff and making inferences, this is what I came up with, like two goddamn hours later (i wanted to see what I came up with, turns out it's p fuckin close to the post on the last page) hell, even spiritualist lines up way better with the admech than materialist since it's not like they have any idea what they're actually loving doing except dogmatically
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# ? Nov 3, 2018 23:59 |
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I guess a 'machine cultists' civic could be in order. Maybe with massive penalties to research as they don't understand anything, but huge bonuses to salvaging and science boosts when bagging anomalies? I dunno, something that suggests they are reverse engineering technology that's already in front of them without doing much actual science...
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# ? Nov 4, 2018 00:05 |
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oh lord i'm gonna need a muuuuuch more directed tutorial than the game's giving me so far
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# ? Nov 4, 2018 00:18 |
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One of the civics mods I'm using has something like that, it gives Spiritualists significant boosts to Industry research. And has a counterpart for Materialists who look at odd physics phenomena and go "That's some mystical poo poo, man." I like the idea of boosts from salvaging and anomalies better, though. The RNG nature of things might make it kinda swingy, though. I'd definitely go for something like a general penalty that turns into a massive short-lived boost upon completing an anomaly.
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# ? Nov 4, 2018 00:20 |
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Thinking about it there isn't actually anything stopping you from going full robots/synth ascension except for spiritualists being somewhat unlikely to roll the techs, and it making their faction unhappy, is there?
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# ? Nov 4, 2018 00:22 |
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OwlFancier posted:Thinking about it there isn't actually anything stopping you from going full robots/synth ascension except for spiritualists being somewhat unlikely to roll the techs, and it making their faction unhappy, is there? well I guess I'll find out, since I'm not likely to have a successful game on my first round anyway (however the hell you define "success" in a game like this, besides "well, SA, i've got a story for ya...")
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# ? Nov 4, 2018 00:31 |
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so while I'm fumblefucking around trying to figure out where to build things and what to research and what not, a more general question to try to make it easier on myself: are there any elements of the game I can kind of ignore out of disinterest? I really can't be assed to design my own ships except to throw out general strategic goals, or for a specific gimmick, for example.
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# ? Nov 4, 2018 00:32 |
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You cannot use auto design, it breaks a very important aspect of the game which is the refit mechanic and fleet manager. You can, however, use auto upgrade, which means once you set up a design for a ship class, it will slot in the best new versions of the equipment you tell it to use. As for ship design, you can basically get by with either all missiles all the time, or a balanced loadout of mass drivers/lasers, or autocannons/plasma once you research those. There are very few bad choices but if you want to not think about it, you want to just try for a balanced loadout in order to prevent your fleet from becoming hyper specialized. Also carriers are kind of... bad. There may be some situations where you can make use of them but they are finnicky and unreliable and I would recommend not using them in favour of missile weapons if you want the thing they are good at. You also, i suppose, have the option of just slapping on a full complement of the same kind of gun and then using the fleet manager to balance out your composition, so you make an all-cannon corvette and an all-laser corvette and then tell your fleet to stock five of each. That would allow you more freedom in how you want to balance your fleets but you need to make sure you keep a balanced stock, whereas having balance in the design means you can just throw as many of them in the fleet as you want. OwlFancier fucked around with this message at 00:43 on Nov 4, 2018 |
# ? Nov 4, 2018 00:40 |
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half of me wants to pick things based on what the admech would do from the descriptions and only half wants to actually read and think about the combined effects, haha
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# ? Nov 4, 2018 00:48 |
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OwlFancier posted:You cannot use auto design, it breaks a very important aspect of the game which is the refit mechanic and fleet manager. "just throw missiles on loving everything" sounds pretty good to me from a gameplay AND a military standpoint aesthetically I'm a mass-driver kinda guy but I'll worry about that when i have to worry about that, I suppose.
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# ? Nov 4, 2018 00:49 |
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What's a good fleet loadout to deal with awakened fallen empires? I already managed to get a domination victory by turning half the galaxy into my tributary, but now the materialist and spiritualist fallen empires are starting to pick a fight and I'd like to make sure they know it's my galaxy now. Also, one of them is right next to my source of living metal.
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# ? Nov 4, 2018 00:59 |
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Ciaphas posted:"just throw missiles on loving everything" sounds pretty good to me from a gameplay AND a military standpoint aesthetically I'm a mass-driver kinda guy but I'll worry about that when i have to worry about that, I suppose. You "can" do fancy specialisation stuff with genetic engineering, but I don't think it's worth the hassle with how fiddly tiles make it. Sounds like it'll be much more viable post patch! Robots are good and cool though. Federations don't work great, will be better post patch. You can do funky stuff using the scientist traits that give specialisations to specific researches, but it's not hugely worth it a lot of the time compared to just slapping down a Genius or Maniacal.
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# ? Nov 4, 2018 01:19 |
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I could never bring myself to use mass drivers and other kinetics- the whole 'Isaac Newton is the meanest sonovabitch in space!' thing makes me all over the thought of some continent-shattering bullet missing and causing a mass extinction or something. Better energy weapons that dissipate or missiles you can put safeguards on.
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# ? Nov 4, 2018 01:25 |
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Are there any tollerable/decent Stellaris 2.0 let's plays out there? The new update to too soon for me to want to play the game myself (drat that paradox DLC loop) but watching someone else while idly doing other things might be cool. Not Quill. He's annoying as poo poo.
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# ? Nov 4, 2018 01:29 |
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Geemer posted:What's a good fleet loadout to deal with awakened fallen empires? Each fe/ae have their own specific ships that never change. For fanatic materialists you'll want a large amount of hull tanked ships with assorted kinetic/energy weapons and some pd at point blank with a secondary fleet of fully shielded kinetic artillery battleships at max range. The reasons for the former is that they counter the heavy reliance on strike craft and disruptors. The latter is to counter the massive amounts of shields and the tachyon lance on their battleships. For fanatis spiritualists you'll want even more pd than for the materialists and rely mainly on heavily shielded cruisers/battleships. Your line ships should be fully equipped with pd to counter the missile spam and should carry a good mix of weapons. Again a secondary line of artillery battleships is essential for shield cracking. Missiles/Torps can be used if you are sure you can overwhelm for either of them. Protect your artillery at all times. They are essential and highly vulnerable. Should hopefully get you through the fight!
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# ? Nov 4, 2018 01:38 |
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Ciaphas posted:"just throw missiles on loving everything" sounds pretty good to me from a gameplay AND a military standpoint aesthetically I'm a mass-driver kinda guy but I'll worry about that when i have to worry about that, I suppose. If you're going all-missile then you will actually only have use for cruisers and corvettes, because destroyers and battleships do not have missile variants. If you are using all missiles, you should probably put disruptors or fighters on everything else, otherwise you're wasting time shooting down shields that you used missiles to bypass.
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# ? Nov 4, 2018 01:48 |
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OwlFancier posted:Thinking about it there isn't actually anything stopping you from going full robots/synth ascension except for spiritualists being somewhat unlikely to roll the techs, and it making their faction unhappy, is there? Synthetic Ascension requires the Synthetic Personality Matrix technology, which cannot be rolled if you have AI Outlawed. If you start as Spiritualist, your default is to outlaw robbits/AI, but you can instead set them to Allowed/Servitude. Synthetic Personality Matrix has a bonus chance if the researcher is level 4 or higher with an expertise in Industry.
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# ? Nov 4, 2018 01:51 |
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Ciaphas posted:so while I'm fumblefucking around trying to figure out where to build things and what to research and what not, a more general question to try to make it easier on myself: I'd suggest ignoring federations currently. They're kind of finnicky, and will be changed for the better after the dlc comes out anyways. Tech wise one thing I keep in mind is that early game upgraded planetary buildings tend to be an expensive use of your minerals for not big payoffs. The basic mine is 60 minerals for +2 minerals and -1 energy (upkeep). This is a really good use of minerals, since stations are 90 minerals for an average of +2 minerals and -1 energy. The upgraded mine costs 90 minerals for another +1 minerals and -0.5 energy. So early on getting static upgrades is better than planetary buildings while you're getting your economy going (so taking the +2 unity tech instead of upgraded unity building is worth it). If you click on your starting space station, you have an open slot that you can build a trading post for 100 minerals that gives +4 energy (and can get later techs to get that higher). There is a building you have available right off the bat that gives you +2 (or +3 if you're a spiritualist) unity, which along with the open mining asteroid is the best places to put your starting minerals.
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# ? Nov 4, 2018 01:55 |
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Jizz into Darkness posted:Leviathans adds: Big space monsters, Artisan/curator etc. stations in space you can trade and interact with, Fallen Empires going to war against each other. Humanoids adds some awesome advisor voices, I'd recommend it for that.
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# ? Nov 4, 2018 02:03 |
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Geemer posted:What's a good fleet loadout to deal with awakened fallen empires? If you have enough fleet power to engage their fleets on even ground (about 100k total fleet power) and the mineral reserves to rebuild your fleet if necessary you can skip the micro of coordinating corvette fleets and battleship fleets etc by going disruptors/cloud lighting/arc emitters and just smooshing all your ships together into mixed fleets. Your goal in this build is to use the armor and shield penetration of these weapons to collapse your enemies hulls without grinding down their superb shields and armor. Disruptors are practically point-blank range though, so you want to leverage this and minimise your opponents' huge range advantage with their artillery by engaging at system edges, ideally by lying in wait at a hyperlane exit to ambush them. Disruptors do low damage, but if you start the fight already in range, you can take down fleets quickly before they can be reinforced. You'll take more losses than with the split-fleet-mixed-weapons method, but you'll still win the fights and you don't actually need to win very many battles against them to break their backs. If you luck out and the two empires are on opposite sides of the galaxy, there's an even better solution - wait until they're fighting each other close to the territory of one empire, and gather up a huge army and bitzkreig through the now empty territory of the other empire, invading their worlds as quickly as you possibly can. if you're fast, you can actually take their entire empire before they can get back. Plus because it's a total war, you instantly own the worlds you take, which chokes the awakened empire of resources, and if they hit 0 minerals or energy their fleets do half damage.
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# ? Nov 4, 2018 02:06 |
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Rynoto posted:Each fe/ae have their own specific ships that never change. Thanks! Sounds like I need to retool my fleet which is heavily reliant on x-ray lasers, psi-shields and devastator torpedo corvettes. I knew I should've researched into kinetics more, they're my weakest weapons tech. Oh well, I have a buffer of tributaries and a neutral empire before they can get to my core worlds.
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# ? Nov 4, 2018 02:10 |
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I've tested Fanatic Spiritualist Synthetic Ascension a bit now, using console commands to skip the time wait, and I've made one notable discovery: I don't seem to be able to enslave members of my dominant race any more. The Caste System living standard is gone from the options list entirely. For Transitorians and Synthetics, the options given are just Full Citizenship, Assimilation (greyed out), Residence, and Undesirables. When I select the Default Rights button, the full list including Caste System, Caste System (Resident), and Slaves appears.
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# ? Nov 4, 2018 02:48 |
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OwlFancier posted:If you're going all-missile then you will actually only have use for cruisers and corvettes, because destroyers and battleships do not have missile variants. If you are using all missiles, you should probably put disruptors or fighters on everything else, otherwise you're wasting time shooting down shields that you used missiles to bypass. Or Autocannons for torpedoes. Autocannon + Torp means your torpedoes immediately start working down that armor the ACs suck against, and when they've quickly munched through the shields (which they're good against) they're hitting hull (which they're good against). AC Torpedo Corvettes also look awesome in action and tear through capital ships extremely quickly - although you'll need something to handle other small ships admittedly.
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# ? Nov 4, 2018 03:49 |
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I guess yeah you can do that, just treat torpedoes like an armour piercing weapon, though if you're doing that I'd probably suggest plasma guns.
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# ? Nov 4, 2018 04:01 |
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I honestly think corvettes work better if they're equipped with missiles or swarmers instead of Torps because they're better suited dealing with other corvettes and destroyers, while still being capable duking it out with bigger ships. I consider torps to be exclusively a cruiser and up weapon only.
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# ? Nov 4, 2018 04:09 |
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yeah I can already tell the ship design stuff is going to actively drive me away, because oh lord i just don't care about wars in these games and i always come out worse off for having fought them (including now; i had severe encroachment from a nearby spiritualist xenophobe and now i'm badly hemmed in by him; even though i'm sure i could win the war if I reopened hostilities my economy would be drained to nil in the process) still, wow, i'm impressed how long i played today, don't usually get much mileage out of strategy games (even though i didn't finish the round... uhhh, HOW long are these games, again?) anyway, i guess my job for tonight and probably start of tomorrow is to see what i can turn up on the tube's for tutorializing, because darn it all I am still somehow interested in this game even though I'm just bumblefuckin around Ciaphas fucked around with this message at 05:25 on Nov 4, 2018 |
# ? Nov 4, 2018 05:21 |
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Ciaphas posted:still, wow, i'm impressed how long i played today, don't usually get much mileage out of strategy games (even though i didn't finish the round... uhhh, HOW long are these games, again?) Paradox games have a way of doing that, yeah. And easily dozens of hours per round if you're really feeling it. Stellaris technically has victory conditions, but most people (or myself, at least) don't really pay much attention to them and just play until you feel bored/have achieved whatever your own goals were/want to start again with a different empire. The closest thing to a hard end point is a few centuries in to every game there's an apocalyptic outside-context problem that comes to destroy the galaxy and if you survive/defeat it that was the last major challenge and the game's basically over, but it doesn't actually boot you back to the menu or anything you can keep going infinitely if you want to.
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# ? Nov 4, 2018 05:40 |
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Ciaphas posted:uhhh, HOW long are these games, again? We have such sights to show you...
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# ? Nov 4, 2018 05:44 |
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Ciaphas posted:(however the hell you define "success" in a game like this, besides "well, SA, i've got a story for ya...") Dear SA Forums: I never thought this would happen to me but...
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# ? Nov 4, 2018 05:44 |
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# ? May 25, 2024 20:30 |
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Hremsfeld posted:We have such sights to show you... the Paradox in-house composer does amazing work in writing music you can lose a full day to
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# ? Nov 4, 2018 05:47 |