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Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


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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GunnerJ
Aug 1, 2005

Do you think this is funny?

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 :v:

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.

OwlFancier
Aug 22, 2013

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.

GunnerJ
Aug 1, 2005

Do you think this is funny?
Yeah, but most Stellaris Spiritualists would at least look very much askance at the cybernetic poo poo the AdMech comes up with.

Bremen
Jul 20, 2006

Our God..... is an awesome God

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.

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


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.

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.

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

Bremen
Jul 20, 2006

Our God..... is an awesome God

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.

Libluini
May 18, 2012

I gravitated towards the Greens, eventually even joining the party itself.

The Linke is a party I grudgingly accept exists, but I've learned enough about DDR-history I can't bring myself to trust a party that was once the SED, a party leading the corrupt state apparatus ...
Grimey Drawer

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. :v:

GunnerJ
Aug 1, 2005

Do you think this is funny?

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.

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.

Well, that's why I said most. :v: But I guess it could be done, sure. It'd just be weird as hell.

ConfusedUs
Feb 24, 2004

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





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.

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


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

Strategic Tea
Sep 1, 2012

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...

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


oh lord i'm gonna need a muuuuuch more directed tutorial than the game's giving me so far

Dareon
Apr 6, 2009

by vyelkin
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.

OwlFancier
Aug 22, 2013

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?

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


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...")

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


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.

OwlFancier
Aug 22, 2013

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

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


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

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


OwlFancier posted:

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.

"just throw missiles on loving everything" sounds pretty good to me from a gameplay AND a military standpoint :v: aesthetically I'm a mass-driver kinda guy but I'll worry about that when i have to worry about that, I suppose.

Geemer
Nov 4, 2010



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.

Splicer
Oct 16, 2006

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

Ciaphas posted:

"just throw missiles on loving everything" sounds pretty good to me from a gameplay AND a military standpoint :v: aesthetically I'm a mass-driver kinda guy but I'll worry about that when i have to worry about that, I suppose.
The one weird trick to generically good ships is just slapping equal amounts of kinetics and lasers on everything, then replacing the lasers with plasma as soon as you pick it up.

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.

CommissarMega
Nov 18, 2008

THUNDERDOME LOSER
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 :ohdear: 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.

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


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.

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.

Geemer posted:

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.

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!

OwlFancier
Aug 22, 2013

Ciaphas posted:

"just throw missiles on loving everything" sounds pretty good to me from a gameplay AND a military standpoint :v: 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.

Vavrek
Mar 2, 2013

I like your style hombre, but this is no laughing matter. Assault on a police officer. Theft of police property. Illegal possession of a firearm. FIVE counts of attempted murder. That comes to... 29 dollars and 40 cents. Cash, cheque, or credit card?

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.

ZypherIM
Nov 8, 2010

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

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:

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.

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.

Black Pants
Jan 16, 2008

Such comfortable, magical pants!
Lipstick Apathy

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.
Utopia adds: Megastructures and habitats, ascension paths (becoming robots and such) and playing as a hive mind.
Synthetic Dawn adds: Machine empires
Apocalypse adds: Planet destroyers, titan class combat ships, Space mongols including the great khan midgame event, unity ambitions.
Distant Stars adds: Bunch of new events, and a new special cluster of stars that can only be reached through special wormholes with unique resources.
Megacorps adds: play as a megacorp, city world and other megastructures and probably other stuff that hasnt been announced yet

Humanoids adds some awesome advisor voices, I'd recommend it for that. :v:

Reveilled
Apr 19, 2007

Take up your rifles

Geemer posted:

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.

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.

Geemer
Nov 4, 2010



Rynoto posted:

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!

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.

Vavrek
Mar 2, 2013

I like your style hombre, but this is no laughing matter. Assault on a police officer. Theft of police property. Illegal possession of a firearm. FIVE counts of attempted murder. That comes to... 29 dollars and 40 cents. Cash, cheque, or credit card?
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.

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."

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.

OwlFancier
Aug 22, 2013

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.

Back Hack
Jan 17, 2010


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.

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


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 :shobon:

Ciaphas fucked around with this message at 05:25 on Nov 4, 2018

Crazycryodude
Aug 15, 2015

Lets get our X tons of Duranium back!

....Is that still a valid thing to jingoistically blow out of proportion?


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.

Beepity Boop
Nov 21, 2012

yay

Ciaphas posted:

uhhh, HOW long are these games, again?

:allears: We have such sights to show you...

ulmont
Sep 15, 2010

IF I EVER MISS VOTING IN AN ELECTION (EVEN AMERICAN IDOL) ,OR HAVE UNPAID PARKING TICKETS, PLEASE TAKE AWAY MY FRANCHISE

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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Yeowch!!! My Balls!!!
May 31, 2006

Hremsfeld posted:

:allears: 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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