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The Prethoryn just arrived (In Ulm, which is choice), but I went to check out their fleet power and so forth and discovered something... odd. e; no mods or anything I should point out.
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# ? Dec 9, 2018 20:53 |
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# ? May 25, 2024 02:45 |
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People having issues with moving pops around should just play xenophile, make a million migration treaties and basically ignore having to move pops anywhere because they're banging faster than you can keep track of.
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# ? Dec 9, 2018 21:00 |
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Okay..... (It fixed itself once the month ticked) I also found a repeatable crash. If you hold down shift while setting up a patrol, the game stops responding on the first click.
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# ? Dec 9, 2018 21:05 |
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Hmm, is there a point to hypercomms forum? Seems to have the same stats as its predecessor, except more upkeep?
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# ? Dec 9, 2018 21:07 |
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All the upgraded buildings just create more job slots. It's only more efficient in terms of building slot usage. E: oh no I see what you mean, yeah that tier is just bugged apparently. PittTheElder fucked around with this message at 21:13 on Dec 9, 2018 |
# ? Dec 9, 2018 21:10 |
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I think it’s because there is 4 tiers of unity with the alpha hub at the end, everything else is just 2/5/10 in 3 steps.
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# ? Dec 9, 2018 21:16 |
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OddObserver posted:Hmm, is there a point to hypercomms forum? Seems to have the same stats as its predecessor, except more upkeep? thats a bug
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# ? Dec 9, 2018 21:16 |
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OddObserver posted:Hmm, is there a point to hypercomms forum? Seems to have the same stats as its predecessor, except more upkeep? Yea pretty sure they fat fingered it and it should have 7 jobs instead of the listed 5. The step after has 10 I believe, which fits the progression nicely.
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# ? Dec 9, 2018 21:16 |
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Mayor Dave posted:Yeah, they're Tomb World Psionics, but I'm not sure if that's enough early game to get over being repugnant, deviant, fleeting, slow breeders, especially since I already have migration treaties with all three climate types. I suspect that I'll be a lot happier with them once I can fix part of that mess, though. They're amazing if you get them early. You can suddenly colonize everything and get psionic leaders. Always smash that "buy" button when the caravans wanna sell you pops. Plus they're pops and pops are king.
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# ? Dec 9, 2018 21:26 |
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Well they are strictly better than the pops the other caravan sells- they don't even have climate traits and their only actual trait is just plus energy for jobs
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# ? Dec 9, 2018 21:29 |
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Cynic Jester posted:
Shift and patrol works fine with me but now you got me worried
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# ? Dec 9, 2018 21:38 |
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I had the shift patrol lock up bug happen twice in a row. I made a bug report but after restarting the game and my computer I can't reproduce it again. Also I'm scared of the feature so I never tempt fate using patrol. Never had a need for it because I just toss a few guns or missiles on my stations and make sure that trade makes it safely home. I'd also get a crash or lock up sometimes when checking out trade routes. Something about that routing.
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# ? Dec 9, 2018 21:44 |
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I quite like that you can gently caress your economy up, and you're either rich enough to trade for the missing resources until you fix it or it causes serious problems. Makes the game feel more dynamic
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# ? Dec 9, 2018 21:50 |
Wait why are people shift-clicking patrol again? I’ve always just clicked the patrol icon then the destination and it works fine. Or can you use that to set multiple patrol routes for the same fleet?
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# ? Dec 9, 2018 22:15 |
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Aethernet posted:People having issues with moving pops around should just play xenophile, make a million migration treaties and basically ignore having to move pops anywhere because they're banging faster than you can keep track of. Or wait for the Great Khan to go nuts on the other side of the galaxy. My notification bar is basically full with poo poo about people fleeing to my loving embrace. Gotta set up some more industrial/agri world though.
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# ? Dec 9, 2018 22:21 |
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GoluboiOgon posted:i established contact with a criminal megacorp empire halfway across the galaxy, and they instantly spawned a branch office on my homeworld despite me closing borders the second i encountered them. i can't declare war on them to remove it, as there are 3 other hostile nations with closed borders in the way. is there any way to remove the branch office? It can be removed naturally via event if you keep crime zeroed. However, even Criminal branch offices provide some good jobs, and the crime-required 'Make Deal with Crime Boss' decision gives you +10 (!!!) stability (at the cost of increasing crime.) One Hall of Judgement was all any of my planets have needed to keep crime under control.
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# ? Dec 9, 2018 22:22 |
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The outliner really needs to separate patrolling fleets from actual combat fleets. It would be nice if I could filter the planets view by unemployed pops/free building slots/etc too. e: alternatively, we need some sort of alternate interface widget which does the same job but bigger and better laid out. Because it feels like half the game is trying to squeeze through this one small and inconveniently positioned door. https://www.youtube.com/watch?v=LmbyWGCwX90 KOGAHAZAN!! fucked around with this message at 22:29 on Dec 9, 2018 |
# ? Dec 9, 2018 22:24 |
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brainstorm on sectors: you should be able to give them a monthly Energy Budget which they can use to purchase resources to do stuff with. counterpoint: minerals cost 3 EC in my current game (!!!!) (and food costs 0.2)
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# ? Dec 9, 2018 22:30 |
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Someone explain the mechanical reasoning behind Shared Burden? The main benefit of going fanatic egalitarian is that you get Utopian Abundance. Shared Burden requires fanatical egalitarian, shuts off Utopian Abundance, and then gives you a weaker version of it. You're paying a civic slot to water down your own benefits! I was real eager to finally be officially Fully Automated Luxury Gay Space Communism, and it appears Stellaris has intentionally made that weaker. Like I think the idea is that Shared Burden is meant to be competitive with Utopian Abundance, but I'm already paying a drat civic slot. It should be better, not just "competitive." I'm not spending a civic slot to get an option that might be better sometimes, when I could instead use it to either radically change my game or just be flat out better. ProfessorCirno fucked around with this message at 22:45 on Dec 9, 2018 |
# ? Dec 9, 2018 22:41 |
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I was playing a scientist-focused empire, and the constant anomaly interruptions were popping up at the most obnoxious times. Is there anything I can do about this?
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# ? Dec 9, 2018 22:52 |
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AAAAA! Real Muenster posted:
Stellaris Dev Diary #122. E: I'm not sure they reached the goal of less micro, it is just different. If you need energy and build a Generator you still have to go through to the Population tab and set priorities to get the worker to move. Is that better then moving a pop from one tile to another after building a power plant? I don't really think so. I do like the overall change in the economics as it offers new and different challenges. Boot and Rally fucked around with this message at 22:57 on Dec 9, 2018 |
# ? Dec 9, 2018 22:52 |
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ProfessorCirno posted:Someone explain the mechanical reasoning behind Shared Burden? The main benefit of going fanatic egalitarian is that you get Utopian Abundance. Shared Burden requires fanatical egalitarian, shuts off Utopian Abundance, and then gives you a weaker version of it. You're paying a civic slot to water down your own benefits! I was real eager to finally be officially Fully Automated Luxury Gay Space Communism, and it appears Stellaris has intentionally made that weaker. it is better than most of the other options early game. utopian abundance uses 1.0 consumer goods/pop, this uses 0.4/pop (and you can still swap late game if you are swimming in consumer goods). social welfare is more expensive imo, because rulers and specialists take more consumer goods for a similar happiness boost. i agree that it could use some buffs, maybe a bonus to stability or crimefighting as well?
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# ? Dec 9, 2018 22:57 |
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Ms Adequate posted:The Prethoryn just arrived (In Ulm, which is choice), but I went to check out their fleet power and so forth and discovered something... odd. Okay well they're more bugged than this, when they take planets something is going wrong because although they occupy it, it's not transferred to their control and the system itself is still colored in the original owner's colors. This has busted their brains right up so they've taken about 15 systems, wrecked the starbases in a handful more, and that's it lol
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# ? Dec 9, 2018 22:58 |
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You do get +5 stability, and I never found a need for crimefighting when on shared burdens because everyone was so happy that there was no crime.
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# ? Dec 9, 2018 22:59 |
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Alright, so I'm working on a mod to tweak the economy. Right now, the mod:
The net result is that there are many more worker jobs on forge worlds than specialist jobs, and you use less minerals and jobs for the same amount of alloy production, while also generating some unity and engineering research from your mega-forges. Exact numbers are totally not final and very subject to change. I plan to do the same sort of thing for the other upgradable production buildings, then tweak the numbers until it feels right to me. Is this something which other people would be interested in using once I have it in a state that I wouldn't be ashamed of others seeing it? This is my first Stellaris modding project, although I've made mods for Civilization 2 and 3 in the past. Once this one is in a relatively finished state I have vague plans to do some civics which change gameplay rather than just tweaking numbers, in a similar vein to (but hopefully done better than) Shared Burden. I know there's an audience for that from discussions in the thread pre-2.2 release.
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# ? Dec 9, 2018 23:17 |
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I like that there's an actual economy in this game now, and I think there's some simple changes they can make, like allow you to limit how many people can abandon farm fields in order to become scientists, to reduce the micro and fiddly bits. The upgrade times on ships and robot empires do need a look at though.
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# ? Dec 9, 2018 23:19 |
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ProfessorCirno posted:Someone explain the mechanical reasoning behind Shared Burden? The main benefit of going fanatic egalitarian is that you get Utopian Abundance. Shared Burden requires fanatical egalitarian, shuts off Utopian Abundance, and then gives you a weaker version of it. You're paying a civic slot to water down your own benefits! I was real eager to finally be officially Fully Automated Luxury Gay Space Communism, and it appears Stellaris has intentionally made that weaker. This was me before really digging into a shared burden game. At first I thought it was a wasted trait to get Utopian Abundance Jr. but it's actually really powerful. Goods in 2.2 are really expensive and running Utopian Abundance comes with crippling goods upkeep. You haven't come up with a just and equal society via materialist dialectic to determine to historical march of your civilization leading to the end result of communism, you're just drowning your social problems and inequality with consumer goods. Don't forget happiness works totally differently now and it's all about stability, and it's much easier to get stability through amenities and other means through sheer brute-force happiness. I'm running a shared burden game right now and I've never felt like it was Utopia Jr, I've never felt the need to "upgrade" to it because it would change nothing other than send me into a goods death-spiral. With happy factions and good amenities on my planets I'm running with pops near 100% happiness and nearly 100% stability except at DRASTICALLY lower consumer needs. Shared burden also adds some flavour swaps for some buildings and ascensions which is in fact the most important thing. Utopian Abundance is hollow decadence.
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# ? Dec 9, 2018 23:22 |
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Boot and Rally posted:E: I'm not sure they reached the goal of less micro, it is just different. If you need energy and build a Generator you still have to go through to the Population tab and set priorities to get the worker to move. Why are you needing to do this in the first place?
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# ? Dec 9, 2018 23:22 |
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Oof. I've been having a lot of fun in my first game, but a Great Khan popped right by me. They took my capitol and I decided to give in, but now none of my trade stuff works because I no longer have my trade capitol and none of my stuff will connect anymore. Might just be the end of the storyline for this game and I'll come back later after some bug fixes
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# ? Dec 9, 2018 23:24 |
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The only time I've felt the need to move pops is when I was playing a Devouring Swarm game and had to move a Swarm pop over to a planet I was dining on so that I wouldn't lose it when the cattle all died off. Usually when you take over a planet you'll get a main species pop or two (when playing a Devouring Swarm at least) but occasionally it didn't work out that way. I've never felt the need to micromanage my job slots or move pops around between worlds (caveat: no interest in playing a machine empire). I don't build out tons of jobs at once, so I rarely have more than +3 or so unoccupied jobs, so there really isn't much for the job assignment AI to screw up.
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# ? Dec 9, 2018 23:26 |
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If I want to get workers to change jobs I just replace the building I don't want used. It's simpler, I end up with lower upkeep, and it only ever costs materials, which I've usually had a large pool of by the time I start worrying about redevelopment.
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# ? Dec 9, 2018 23:28 |
Baronjutter posted:This was me before really digging into a shared burden game. At first I thought it was a wasted trait to get Utopian Abundance Jr. but it's actually really powerful. Goods in 2.2 are really expensive and running Utopian Abundance comes with crippling goods upkeep. You haven't come up with a just and equal society via materialist dialectic to determine to historical march of your civilization leading to the end result of communism, you're just drowning your social problems and inequality with consumer goods. This has been my experience as well, I'm a big fan of the flavor changes. I haven't run a democratic govt in a long time so the constant elections are a drag but other than that I feel like it's a good pick. I thought about taking agrarian idyll as well for the full bucolic communal living experience but I'm enjoying setting the proletariat of the neighboring authoritarian empires free too much to go pacifist
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# ? Dec 9, 2018 23:29 |
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Zurai posted:I plan to do the same sort of thing for the other upgradable production buildings, then tweak the numbers until it feels right to me. Is this something which other people would be interested in using once I have it in a state that I wouldn't be ashamed of others seeing it?
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# ? Dec 9, 2018 23:31 |
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Mazz posted:Exactly this type of idea. Keep all the good, interesting parts like production line development, stop making me balance pops by hand across every planet for 50 years or having the UI hide this meat+potatoes stuff in bad ways. Splicer fucked around with this message at 23:41 on Dec 9, 2018 |
# ? Dec 9, 2018 23:32 |
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turn off the TV posted:Why are you needing to do this in the first place? Are you asking why people build Generators?
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# ? Dec 9, 2018 23:33 |
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Zane posted:the changes you've mentioned seem good, or at least interesting, to play around with. one thing that also annoys me are how mineral -> special resource conversion factories can't be upgraded. probably too much to ask for to get this fixed but another thing to think about. Yeah, that's something else I'm thinking about. I don't know that I want to mess with them too much, because I feel that the rare resource balance is actually pretty good. It's something that I'll probably experiment with at least a little.
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# ? Dec 9, 2018 23:37 |
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Boot and Rally posted:Are you asking why people build Generators? Why are you building generators when you don't have pops to work in them?
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# ? Dec 9, 2018 23:40 |
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Changing max buildings to 25 doesn't just fix most of my complaints it also super helps the ai. The ai never upgrades or replaces buildings so they often run out of space. More slots gives them so much more leeway. I'm noticing much more competitive ais since. If anything it mostly helps the ai as players are much better at juggling limited slots. Highly recommend that interface mod then changing max buildings your self
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# ? Dec 9, 2018 23:41 |
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Zurai posted:Alright, so I'm working on a mod to tweak the economy. Right now, the mod: That doesn't actually have anything to do with what stratum they belong to, it's all to do with the possible = { } clause. Though I do think they should be in the worker stratum too. Zurai posted:
I wouldn't, because I think they're supposed to be baristas/sales clerks/hairdressers etc. The service industry, in effect. Zurai posted:
I'd have the bonus on the building be per-worker throughput and put input/output efficiency on techs, myself. Zurai posted:I plan to do the same sort of thing for the other upgradable production buildings, then tweak the numbers until it feels right to me. Is this something which other people would be interested in using once I have it in a state that I wouldn't be ashamed of others seeing it? I have ideas for my own economy mod with a slightly different array of resources/production chains, but I am definitely interested in hearing about how easy/difficult you find modding the system and what tricky problems you run into. e: Zurai posted:Yeah, that's something else I'm thinking about. I don't know that I want to mess with them too much, because I feel that the rare resource balance is actually pretty good. It's something that I'll probably experiment with at least a little. A problem I'm running into now in the late game is that, because those buildings (and the rare extractors) give so few jobs slots per building slot that those planets start to have jobs crises much earlier than others. Though really, I'm not sure I like building slots being a scarce resource anyway. Like, on a planetary scale simple land area is not a serious limiting factor. KOGAHAZAN!! fucked around with this message at 23:46 on Dec 9, 2018 |
# ? Dec 9, 2018 23:44 |
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# ? May 25, 2024 02:45 |
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turn off the TV posted:Why are you building generators when you don't have pops to work in them? For any reason a player would need to increase energy production right then, and not wait for population to pop. For example to support a fleet because war were declared.
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# ? Dec 9, 2018 23:45 |